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| Performance threads All discussions about CoD performnce |
| View Poll Results: So what texture sizes do you use ??? | |||
| Original |
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62 | 60.19% |
| High |
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18 | 17.48% |
| Medium |
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23 | 22.33% |
| LOW |
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0 | 0% |
| Voters: 103. You may not vote on this poll | |||
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#1
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Quote:
1. There are no bump maps anymore. 2. You can see the higher res texture pop in at a closer distance than at higher settings. More aggressive LOD for mipmaps I guess. 3. The ground shadows get really blobby. I think, somewhere in there, perhaps cumalatively- but perhaps not, is the reason for these micro glitches. PS, I've been meaning to ask someone about the method that CloD uses for bump maps on the terrain? I've not seen this before... when you look at the texture files there, there are two greyscale images- one in rbg and one in the alpha. They look similar but they are not standard greyscale bump maps but each contains directional lighting information as well, the opposite direction in each image. I'm just wondering whether this was done as a more efficient way of doing bump than by using a normal map or traditional greyscale bump, or perhaps it's actually less efficient?? Anyone got any ideas? |
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#2
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Quote:
This is of course my opinion. But since I almost live in the region of CloD (very southwest of The Netherlands) and have often visited the region and use a hardware calibrated IPS monitor, I think I can give some useful information about the colors (which includes hue, saturation and brightness (before I start a discussion about that |
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#3
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OMG most people use original textures and complain about stutters. Turn it down to high or medium or get gtx580-3GB vram! Otherwise the game would never seem 'fixed' to you.
Running textures on high only with my 2gb video card to avoid stutters. |
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#4
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1C have not changed the scenery textures since release. they have changed the ingame lighting ie shaders.
Bump Maps. ive worked wth bumps and normals all my life lol. This method they are using seems like a basic 3dmax height map shader, atleast thats the only place ive seen that style before. i have never seen this used like this before in software. btw the info lies on independant colour channels ie R,G,B not RGB, and alpha ofcourse.(room for more or possibly stuff missing) also whats strange us that the alpha is the direct inverse of the G channell. somthing else ive noticed with these bumps is that peoples screenshots show an incredibly detailed bump map which ive never been priveledged to see ingame Quote:
Last edited by Ali Fish; 07-15-2011 at 12:12 PM. |
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