Talk:Bump mapping: Difference between revisions
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Ps2 does do normal mapping on PON and slows no differently of an amount or pattern on either setting 1 or 10. Also too in areas with out none no matter the detail setting. Test it your self and record it even. Result = Uahhahahahahahahaha!! Nope, not ps2 fanboyism or ranting. Just done for is not design for. Nope sorry hardware noobs, no emu mode on VU1, merely it is a universal visual programmer unit with GS a mere rasterer. VU1 is the shader and is equivelent to a new geo shader.--[[User:BobtheVila|BobtheVila]] ([[User talk:BobtheVila|talk]]) 18:46, 10 July 2008 (UTC) |
Ps2 does do normal mapping on PON and slows no differently of an amount or pattern on either setting 1 or 10. Also too in areas with out none no matter the detail setting. Test it your self and record it even. Result = Uahhahahahahahahaha!! Nope, not ps2 fanboyism or ranting. Just done for is not design for. Nope sorry hardware noobs, no emu mode on VU1, merely it is a universal visual programmer unit with GS a mere rasterer. VU1 is the shader and is equivelent to a new geo shader.--[[User:BobtheVila|BobtheVila]] ([[User talk:BobtheVila|talk]]) 18:46, 10 July 2008 (UTC) |
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Hell screw em, I deleted my requirments section due to fanboy noobism .--[[User:BobtheVila|BobtheVila]] ([[User talk:BobtheVila|talk]]) 18:53, 10 July 2008 (UTC) |
Revision as of 18:53, 10 July 2008
Whence the technology and concepts of bump mapping? Was it the FPS (games) or the CGA (videos) branch of computer graphics?
- Bump mapping was 'invented' by Blinn (see article). It was probably first applied to offline rendering, and then to computer games in the late 90's Goosey
EMBM bumpmapping
Does anyone know if there is a ifference between EMBM bumpmapping and what is discussed here?
- Yes, what's discussed in the article applies to EMBM bump mapping as well as dot3 bump mapping. Oddity- 03:46, 31 August 2006 (UTC)
- EMBM is where they simply add a working environment map along with the height for great and acurate bumpy reflections. BobtheVila
dot3 works well.209.247.23.7 00:24, 12 February 2007 (UTC)
Editing some things
I'm going to edit the requirements and bump mapping works soon. Revising with better, clearer info and some new sections on NMaps versus HMap. Also i'm taking down the not in design of ps2 thing as it's merely based on lies that are based on unreliabilty of PC software. How can it be not designed for when its made for extra/normal visuals and with a free ins. and ops. rate ready for university? Ops wise, optimiazations and LOD is ready, even per tile/per poly versions of DYNAMIC BRANCHING is ready too, only needed on light range and possibly backs to lights. Also normal mapping is the one that taxes alot, height is lesser or much lesser in contrast from normal mapping, height is all ps2 needs.
Also biult for means only that of the maker making it limited to somthing only, if it was not they could not design it at all in the first place. They all start as nothing empty spaces of ops and ins rates, basically all is an FPU (if thats the name for it), it means merely Floating Point (operaiton) Unit, meaning a unit with operations on it.
What others aren't showing you is at times hardwired situations with multiple data, it has to have it's data or math repeated and are given alot of ops more on the fact of covering for all effects and then some for precaution. Also a PC software has off-game processes, therefore needs more RAM and other. Also they don't have enough ops for that mhz/ghz ps2 was double overal in ops and T&L then double mhz P3's at 600mhz. this is because they only ment for small time things as they know from start a GFX card maker can do the rest.
Any who I still think Xbox has some better points too, IMO ps2 and CG are actually the same in power about. Each own about 7-10Gflops total (GS has hardware effects covered for VU1 also) and each carry around the same polys at the same unit at only VU1 running T&L. They bothe have about 32-33M/sec raw with perspective with ps2 using only 1 unit, so in reality ps2 is double and games show it (RE4ps2 used a lazy VU1 only or half VU0+VU1 engine actually at 9-10M/sec peak all on all). VU0 has a useless half (1.2Gflops almost per each) without doing so, it's the reason why the PA read %16 to the most early on as it's ment for half to do T&L if wanted. All in all, all is calced on all triangles, and with 25-50% only using bones the 6-12M/sec could be 8-15M/sec. Therefore in series T&L on ps2 they meet similar numbers. GC and ps2 are very much similar, and I think Wii is attacked with low end GFX because I think it wan't too much more powerfull then Xbox and we see new xbox games sucking too (side SC:DA) as they moved on.
This shows what alot of Hard wired people do, over exagerate alot of what couldn't be done on the console (SH5 looks doable on xbox for instance). |BobtheVila —Preceding unsigned comment added by BobtheVila (talk • contribs) 14:26, 4 January 2008 (UTC)
Ok I fixed the requirements more to universal fact that works for all, rather more to pre-coded people. BobtheVila —Preceding unsigned comment added by 70.88.118.249 (talk) 13:42, 25 February 2008 (UTC)
Whos the fanboy traditionalist?
Someone invented that emboss is indeed software bump mapping, even though that is pure hardware multi-pass.
Ps2 does do normal mapping on PON and slows no differently of an amount or pattern on either setting 1 or 10. Also too in areas with out none no matter the detail setting. Test it your self and record it even. Result = Uahhahahahahahahaha!! Nope, not ps2 fanboyism or ranting. Just done for is not design for. Nope sorry hardware noobs, no emu mode on VU1, merely it is a universal visual programmer unit with GS a mere rasterer. VU1 is the shader and is equivelent to a new geo shader.--BobtheVila (talk) 18:46, 10 July 2008 (UTC)
Hell screw em, I deleted my requirments section due to fanboy noobism .--BobtheVila (talk) 18:53, 10 July 2008 (UTC)