Low skin detail without bumpmapping.

Tahnit
10-31-2004, 04:37 PM
I dont know who decided this would be a good idea. But in T:V if you turn off bumpmapping the skins look very "flat" and im not just talking about they loose depth. They look very low detail and the lighting is horrible on them.

UT2k4 didnt have bumpmapping on skins. Yet they looked very good.

It sucks cause on my radeon 9700 non pro i have to lower bumpmap detail in order to get a decent fps in heavy fighting. If the skins looked better i wouldnt mind. But they look crappy.

mc-fine
10-31-2004, 05:40 PM
Actually i find that the models look way better than UT2k4 models even without bumpmapping. They are more detailed and when you turn on bumpmapping its not even close.

aCynicalPie
10-31-2004, 05:50 PM
I believe this is because the way that Vengeance deals with texture detail is that instead of using different texture sizes, it just switches to smaller MIP Maps.

The texture you see in third person is a very much sized down version of the 1024x1024 body textures. Yes, they look bad. But that's just how they are made.

I don't know what UT2k4 does about this.

Tahnit
10-31-2004, 06:30 PM
I believe this is because the way that Vengeance deals with texture detail is that instead of using different texture sizes, it just switches to smaller MIP Maps.

The texture you see in third person is a very much sized down version of the 1024x1024 body textures. Yes, they look bad. But that's just how they are made.

I don't know what UT2k4 does about this.

I just think they sacrificed texture detail in order to just let the bumpmapping render map take care of it.

aCynicalPie
10-31-2004, 06:35 PM
Well, I'm pointing out that it's not the actual textures you're seeing. You're seeing sized down textures (MIP maps) that the nVidia plugin generates. They don't have any control over that.

Tahnit
10-31-2004, 06:37 PM
ok then..how would i go about seeing the actual textures.

ViRGE
10-31-2004, 06:37 PM
I just think they sacrificed texture detail in order to just let the bumpmapping render map take care of it.Which makes sense, bumpmapping has an overall lower overhead, and looks better than just high res textures.

FantasticDamage
10-31-2004, 06:42 PM
Well, I'm pointing out that it's not the actual textures you're seeing. You're seeing sized down textures (MIP maps) that the nVidia plugin generates. They don't have any control over that.

I thought mipmaps were used for static elements such as the ground and structures.

aCynicalPie
10-31-2004, 06:44 PM
ok then..how would i go about seeing the actual textures.
It's the technology. As you get farther away from an object, the game switches to smaller and smaller textures (because you don't really need a 1024x1024 map for an object you can barely see), to save resources. Normally this isn't a problem, but for the character skins it makes them look pretty bad. On Ultra High settings, when you're standing in front of an object, you'll see the full size texture, but on low settings you'll see one of the smaller mips.

I'm not that good at explaining.

I thought mipmaps were used for static elements such as the ground and structures.
T:V uses them for everything.

FantasticDamage
10-31-2004, 06:47 PM
T:V uses them for everything.

That actually makes sense cause higher AF levels (which only affects mipmaps) seems to kill my performance in T:V more so than most other games.