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PSekula

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Posts posted by PSekula

  1. I'm confused why you put free in quotation marks. I havnt spent a penny on that game.

    The American taxpayers are paying for it. If you, your mom or pops lives or work in the US, you are paying for it.

    Of course, everyone's contribution is probably less than 15 cents, and even that's a bit much.

  2. don't forget about bump and maybe even normal maps

    I haven't seen any bumpmapping in GR2 so far, but have seen reflection-maps instead.

    Bump mapping (normal mapping, more specifically) was used on Vehicles on the xbox version. Some was used in maps though, but to a small degree because of memory limitations.

  3. at the moment i am trying to keep everything as low as i can, for example the weapons in Ghost Recon normally use a poly-limit of 2500 ( one i used myself loads of time without any hickups in the game itself ) Now i am making new models for Ghost Recon 2, but i try to keep the polycount around the 3000 which i believe to be a save estimate.

    You think it won't put too much stress on the engine?

    I've been playing GR2 on the XBOX for 2 weeks now and although the engine is optimized quite a bit, I think you're going to get in trouble with those figures.

    It's all speculation from my side ofcourse, but I would hate to see you putting in so much effort only to find out later that it won't run properly.

    Just a quick example. Let's say the scenario looks likes this: Your team advancing in front of you with 10 AI-enemies in view:

    Lead Character: 4700

    Team Characters: 3x4500=13500

    Enemie Characters: 10x4000=40000

    Weapons Team: 4x3000=12000

    Weapons Enemies: 10x3000=30000

    Total: 100200 polys (in ONE view) :o

    And that's just the characters and weapons. The map will take a substantial amount aswell. And so will the extra dynamics and vehicles.

    It's gonna be a close call :unsure:

    You're forgetting LOD's for all these models. That's how you squeeze out the performance.

  4. For counterpoint from the same interview:

    So what differences can we expect in the PC version, say? Will it be tailored particularly for PC gamers?

    Edwards: The missions are the same but the interface will be a little different, the multiplayer will be different. I mean, we've had a lot of experience with PC games and there's no reason to make those people unhappy; so we're going to put the same amount of effort into the PC version that we are the Xbox version.

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