Mip mapping in Killing Time.

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cybdmn
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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

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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.
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bonefish
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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!

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Austin
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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
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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.

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Austin
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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:

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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?

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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

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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!
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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.

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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?

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