Rendering a Frame of Deus Ex: Human Revolution
An anonymous reader writes "Video games are among the most computationally intensive applications. The amount of calculation achieved in a few milliseconds can sometimes be mind-blowing. This post about the breakdown of a frame rendering in Deus Ex: Human Revolution takes us through the different steps of the process. It explains in detail the rendering passes involved, the techniques as well as the algorithms processed by a computer — 60 times per second."
Omg I've landed on you tubes comments pages - and to think I thought I was being linked to a tech site
Didn't know it takes that much to render the inside of vents.
That game was played by finding vents and going through them.
The police station mission was cool but the rest, vents, and more vents.
Over 500 draw calls per frame. I've only ever tinkered in basic OpenGL stuff, but does that seem like an awful lot to anyone else? I was always told to reduce draw calls and to use the newer OpenGL features as they were able to batch commands on thousands of vectors, etc. (or are we talking about different types of draw calls?)
Especially as a lot of the work is done in shaders and shared between passes according to the article?
Wonder what kind of texture etc. bandwidth that's pushing.
So you can't tell the difference between movie and home video? Source for you, in a any case:
http://www.100fps.com/how_many...
Whatever floats your boat: I can personally see difference of 60fps to less, and I quite like 60fps.
I'd have more sympathy with you if the new-releases list on Steam these days wasn't completely buried by "retro 8-bit style" indie roguelikes which look dreadful and usually play that way as well.
These days, I've gone beyond "it's not the graphics that matter, it's the gameplay" to "they both matter, seriously". The former has become a go-to excuse for lazy development.
This is Deus Ex we are talking about so the gameplay is good by definition. Even the shitty Invisible War was better than most of other similar games of the period.
"It's such a fine line between stupid and clever" -- David St. Hubbins, Spinal Tap
Video games are among the most computationally intensive applications
This is a joke right? Simulating fluid dynamics, simulating weather patterns, finding large primes, factoring primes, etc. are all far more computationally intensive. And that isn't even close to an exhaustive list. Rendering a video game is kiddy stuff in comparison.