Mip mapping in Killing Time.
Moderators: 3DO Experience, Devin, Bas, 3DOKid
Mip mapping in Killing Time.
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.
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.
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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!).
I do know this is a common trait in 3DO games (Bladeforce does it, for sure!).
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
Yea, Gouraud Shading was the Jaguar, best to be seen in Cybermorph.
http://www.youtube.com/watch?v=VW4Sy4WARyo
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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!3DOKid wrote:Mipmapping is one of the technologies that the whole world used get excited about. Up there with Gouraud Shading...
"Wait. You don't have a bag of charcoal in your gaming room???"
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?
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?