Microsoft: "Tiled Resources" Key To Xbox One Graphics

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loa

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Wasn't that what this whole tesselation thinger ages ago was all about?
How is this new?
 

Saltyk

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And..?

No seriously. And..?
Why is this special? How does this make the game better? Are you telling me we couldn't do this before? Is this because of the console's hardware and architecture? How does the PS4 compare?

But, no. This doesn't really change my opinion one iota. Unless the Xbox 180 starts giving out free money, I don't think there is any feature that would make me forget the horrible things they tried, the patch they are using to "fix", or the contempt they displayed. All of which only furthers my distrust of the company.
 

Atmos Duality

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So rendering can be done via Field of View now. Though I'm pretty sure there are other games that use a similar system.
(I know of games that use relative distance as a metric for draw-distance and rendering.)
 

Dryk

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thesilentman said:
... This still doesn't tell me anything I'd want in a console. Fuck that, it doesn't tell me anything about how the tech works. How it really works.

Still not getting one, as I'm happy with a future Wii U and a PC due to guess what? The games. Don't bother selling me your console, MS, if you're not going to make it appealing. -.-
That's the crazy think about Microsoft at the moment. They don't explain their tech well enough which alienates the tech savvy people, but they do try to explain it on some level which alienates the tech illiterate people.

Who is this marketing for?
 

Woodsey

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I'm glad to see that the future of texture pop-in has been thought of and subsequently secured. I kid, partly. It'll be interesting to see how this fares towards the end of the next generation.

I don't really understand what this has to do with the console itself. Surely this'd just be an engine thing? It pretty much sounds like what Unreal games (probably unintentionally) do already. Hell, I was just playing Rage and that likes to draw in textures every time you consider shooting your gun.
 

Infernal Lawyer

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So, this is like when they said 'Our new games will have fish that respond to you and swim away when they get near, just like in Super Mario 64 that was made over fifteen years ago! This is totally new and exciting technology!'

Is it? Is it really? I was under the impression we already knew how to stop rendering items that weren't on screen or shift around textures based on distance. Why is Microsoft constantly taking old technology, giving it a little spit and polish and screaming 'THIS IS THE FUTURE OF GAMING!'
 

Griffolion

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So let me get this straight. Tessellation, something GPU's have been doing for years, is now a big thing because MS has mentioned it?

Wow.
 

uchytjes

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Haven't they been doing something almost if not exactly like this for years now? Isn't it one of the reasons why gun models got so much bigger in FPS games? To reduce wear on the console they restrict the FOV of people so that they don't need to render as much stuff?
 

Laughing Man

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Okay the ignorance on display is quite amazing so in a slightly more complex but still laymans' terms kind of way

Tiled rendering works on a far more complex basis than simply swapping textures. The technique in basic laymans' terms is not a case of rendering what is in front of a player, current games do this it's called immediate rendering and that works by rendering EVERYTHING in the viewable scene weather you can actually see it or not, the distance the object is from the player will determine what texture quality is used and as the player moves closer the texture is swapped between crap quality and higher quality, this is what a lot folk here are mistaking for tile rendering.

Tile rendering takes the viewable image, splits the image up in to separate tiles and then the system works out EXACTLY what can be seen by the player in each tile, it will then render ONLY what can be seen. For example I am standing in front of a building, current techniques would have the building rendered as well as EVERYTHING in my FOV behind the building (this is immediate rendering or brute force rendering and is pretty much the main stay for game rendering as it sits) Tile rendering on the other hand would render just the house and everything behind the house would be ignored, since I can't see the stuff behind the house their is no point in it being rendered. It is far more complex than simply swapping textures in and out.

The reason why it is not so commonly used is because it is quite a complex system requiring some very intensive algorithms to get right, the fact that Power VR have been working on this specific technique since it first appeared back in the Dreamcast is the main reason why it is Power VR or variants of that appear in just about every smart phone. The benefits are very obvious, you can get more intensive graphics out of far less powerful GPUs, you can also have less on board memory since only the viewable content is being stored rather than potentially EVERYTHING the player could see.

As for the XBone 180 using it, well since it has been the mainstay of weaker end hardware too see the technique being used on a next gen console, well it could potentially deliver some very powerful graphics, the main concern being that MS hasn't done anything with Tile Rendering since Talisman way back in the mid 90s so how effective their programming is could prove to be very interesting.
 

bluegate

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Phrozenflame500 said:
The xBox One and Windows 8.1, now with blast processing cloud computing tiled resources!
Whoops, forgot on thing there! :)

edit: noticed that I got ninja'd already, a well :(


Whole story does sound like hot air though... Good for them if they manage to make games look 'better' this way, however I'd like to see it happen first. ( not a tech demo of mars, in-game compared to the same game on other platforms, or the same platform but with this option turned 'off' ).
 

Stabinbac

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Microsoft has a 360/DX11 demo of it:
http://www.microsoft.com/en-us/download/details.aspx?id=27854

They use the word "megatexture" themselves in the description.

So it's like Rage, but without being gimped by being designed for the shitty 360 hardware. It's actually pretty cool stuff, and should be nicer on optimized hardware, and put in the hands of a studio less clunky that Id.


Edit: "Secret" seems silly when they demoed the technology 2 years ago :p
 

neppakyo

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Stabinbac said:
Microsoft has a 360/DX11 demo of it:
http://www.microsoft.com/en-us/download/details.aspx?id=27854

They use the word "megatexture" themselves in the description.

So it's like Rage, but without being gimped by being designed for the shitty 360 hardware. It's actually pretty cool stuff, and should be nicer on optimized hardware, and put in the hands of a studio less clunky that Id.
Heh, the xbone is less shitty than the 360, still shitty. Especially with DDR3 and that stupid eSRAM 32MB bridge.
 

lacktheknack

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As I've said before and will continue to say: Optimization is GREAT, and we should focus entirely on optimization at this point if AAA hopes to survive its own bloat.

That said, one optimization feature is not going to convince me to join the console crowd.
 

lacktheknack

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Mick P. said:
This is game design 101. Not a technology. Either the author of this article doesn't understand the concept, whatever it is. Or doesn't understand something overheard is a non-concept; where is the link to the technical document? Or it's just p.r. snake oil for a public that would rather believe video games are the product of a magic terradactyl that lives inside your televisions.

Super Mario Bros. uses "tile technology" too. Now go out and buy it.
Quoting this guy:

Stabinbac said:
Microsoft has a 360/DX11 demo of it:
http://www.microsoft.com/en-us/download/details.aspx?id=27854

They use the word "megatexture" themselves in the description.

So it's like Rage, but without being gimped by being designed for the shitty 360 hardware. It's actually pretty cool stuff, and should be nicer on optimized hardware, and put in the hands of a studio less clunky that Id.
So no... tiling on a megatexture is actually a pretty damn cool thing.
 

Not G. Ivingname

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Yeah, if they are announcing this as a feature for the first games on the system, that means developers are already running into hardware limitations for high end graphics. That is not a good sign for a console that hasn't even been RELEASED yet.

I am betting this has something to do with the THREE operating systems running at the same time on the Xbox One. Let see how much this compares with the PS4.
 

Sacman

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BloodSquirrel said:
It'd be nice to get a technical explanation of this. Is this just a better version of texture swapping?
Yeah, they just seem to be describing LoD, which has been used in games, pretty much forever by now... it might be a bit modified on this system, but it's still the same old shtick...<.<