High resolution textures half life 14/6/2024 So we had that extra memory there,” explains Briscoe. Because you have to render the whole scene to an uncompressed, huge texture. “A lot of people don’t realise that if you ever use dynamic shadows or lighting, that’s a massive, massive chunk of memory gone straight away. And we used a lot of tricks in the textures, even going as far as to use one channel of the actual diffuse for the specular, another for the alpha.” In a lot of places it was just plain white textures – there wasn’t even a diffuse used. We didn’t have to worry about concrete not being the right colour for concrete, or enamel not being enamel. All the building textures, we just reused them all over the place because we didn’t have to worry about different material types. “A lot of textures were reused as well because they’re so basic. And of course a lot of areas were really bright, slightly blown out, so again you’re hiding it. We could do small tricks like having high-res normal maps but a low-res diffuse map which didn’t have much detail on, but you could get away with it because of the normal map. “And, in a similar way to Dear Esther, you’ve not necessarily got detailed textures but this perceived detail, this impression, which is what’s really important. We could get away with a lot because it’s mostly just black and white,” says Briscoe. !!!!Using official oculus link cable not air link!!!! If anyone knows how to fix this issue please tell me, I’ve been dying to play this game for like 3 months and am very disappointed in my experience.“The secret of that was that we had these basically monochrome textures.
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