15 ms·
The images themselves aren't that large, but are procedurally generated from sprites/stamps. But it's still damn impressive that they can keep up with that numb
by timdorr 17y ago
The images themselves aren't that large, but are procedurally generated from sprites/stamps. But it's still damn impressive that they can keep up with that number of stampings at that scale. It's even more impressive when you figure they can do it in 1/60th of a second.
- davi 17y agoWhy is he talking about 'terabytes of source data' then? If they're procedurally generated, then stored and rendered, they "are that large". Maybe I'm missing something. [edit: also he talks about the workflow the artists use -- they are working with large images as well -- doesn't sound procedural, particularly]
- modeless 17y agoThe images aren't procedurally generated; they really are that large. Stamping is just an easy way for artists to generate an image that large; the stamps are baked into the texture as soon as the artist places them, and afterward the artist can go back and individually edit every pixel. Obviously you can't ship an image that large on a DVD, so there's a lot of compression that has to happen, and a lot of that data will eventually just get thrown out. I believe id is using a system that uses recorded player sessions to figure out which parts of the texture are likely to be shown on-screen in actual gameplay.