Mip mapping in Killing Time.

All general 3DO chat here please.

Moderators: 3DO Experience, Devin, Bas, 3DOKid

Post Reply
cybdmn
3DO ZERO USER
Posts: 63
Joined: Thu Dec 06, 2007 9:29 am

Mip mapping in Killing Time.

Post by cybdmn » Fri Jan 21, 2011 11:54 pm

Today i've played a bit Killing Time, and it seems, as if it uses mipmapping, a technology used on the PC in Quake for the first time, which was released almost a year later.


I tried to take shots to show, and hopefully, you get an idea, how it looks.
Ingame it can be seen much better, and that the game uses the low res version of the textures too early. It's like you can see clear only, when you come very close to the walls.

Image

Image

Image

User avatar
3DO Experience
3DO ZONE ADMIN
Posts: 3686
Joined: Sun Jun 24, 2007 8:47 am
Location: U.S.A.

Post by 3DO Experience » Sat Jan 22, 2011 1:52 am

Heh, Ive never seen that, but then again I use a CRT for my 3DO.
"Wait. You don't have a bag of charcoal in your gaming room???"

User avatar
bonefish
3DO ZERO USER
Posts: 351
Joined: Thu Mar 22, 2007 9:22 pm

Post by bonefish » Sat Jan 22, 2011 4:31 am

I've noticed this in other 3do games. I remember this rendering feature in Shockwave 2 as well!

User avatar
Austin
Master Poster & Pricing Expert
Posts: 1836
Joined: Sun Dec 20, 2009 11:30 am
Location: Fairfax, VA
Contact:

Post by Austin » Sat Jan 22, 2011 7:17 am

Does PC Quake (at least, the first one) really use this? I've never seen that happen in it, even on mega-slow computers that have a hard time processing everything at a playable framerate. Or maybe there's a console command to enable it that I didn't know about? hm..

I do know this is a common trait in 3DO games (Bladeforce does it, for sure!).

cybdmn
3DO ZERO USER
Posts: 63
Joined: Thu Dec 06, 2007 9:29 am

Post by cybdmn » Sat Jan 22, 2011 9:54 am

Yes, Quake uses mipmapping. You can try loading a quake texture in a tool like Mipdip or Wally. You can see, it uses four different resolutions for every texture, and if you don't use a modern port, without texture filtering, you can see it. It is just smoother than in Killing Time.

User avatar
Austin
Master Poster & Pricing Expert
Posts: 1836
Joined: Sun Dec 20, 2009 11:30 am
Location: Fairfax, VA
Contact:

Post by Austin » Sat Jan 22, 2011 11:36 am

It's a lot smoother then, apparently (to where it's not noticeable).. I played Quake in software mode the first three years I was into it. :lol:

User avatar
3DOKid
3DO ZONE ADMIN
Posts: 4683
Joined: Sat Jan 13, 2007 4:21 pm
Location: Cambridgeshire, UK
Contact:

Post by 3DOKid » Sat Jan 22, 2011 2:03 pm

Mipmapping is one of the technologies that the whole world used get excited about. Up there with Gouraud Shading which was the Jags party piece wasn't it?

Didn't Ridge Racer and Daytona use Mipmapping extensively?

cybdmn
3DO ZERO USER
Posts: 63
Joined: Thu Dec 06, 2007 9:29 am

Post by cybdmn » Sat Jan 22, 2011 4:49 pm

I never played Ridge Racer, infact i hated the playstation back then. And in Daytona, i never had time to look at this stuff, i raced for best times every day. ;-)

Yea, Gouraud Shading was the Jaguar, best to be seen in Cybermorph.

http://www.youtube.com/watch?v=VW4Sy4WARyo

User avatar
3DO Experience
3DO ZONE ADMIN
Posts: 3686
Joined: Sun Jun 24, 2007 8:47 am
Location: U.S.A.

Post by 3DO Experience » Sat Jan 22, 2011 5:19 pm

3DOKid wrote:Mipmapping is one of the technologies that the whole world used get excited about. Up there with Gouraud Shading...
The thing that used to get my panties moist was volumetric lighting. Unreal and another game (can't recall the title right now) really blew me away!
"Wait. You don't have a bag of charcoal in your gaming room???"

User avatar
3DOKid
3DO ZONE ADMIN
Posts: 4683
Joined: Sat Jan 13, 2007 4:21 pm
Location: Cambridgeshire, UK
Contact:

Post by 3DOKid » Sun Jan 23, 2011 12:12 am

Anti Alasing (stood the test of time.)
MipMapping
Gouraud Shading
Bump Mapping
Cell Shading
Voxels.
Rotoscoping.

That's me dry.

Jones
3DO ZERO USER
Posts: 180
Joined: Wed Nov 17, 2010 1:32 pm
Location: Germany

Post by Jones » Wed Feb 02, 2011 5:24 pm

One thing about MIP Mapping I didnt get so far:

Is this a technique to make things faster (only handle textures with
the least required resolution) or is it an optical improvement which
makes things in fact slower (handle more textures than basically
required)?

Has there ever been a hardware support for that, or could it also
easily be done by software?

Post Reply