3d grass
#221
Posted 24 March 2017 - 10:18 PM
Quick video?
:-)
#222
Posted 24 March 2017 - 11:41 PM
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#223
Posted 24 March 2017 - 11:43 PM
Looks great! Would love to see a video since you're using it in-game!
I don't think we'll be showing any vids until we have new avatars TBH.
#224
Posted 25 March 2017 - 12:14 AM
Is it going to be pretty easy to convert courses to 3d grass?
#225
Posted 25 March 2017 - 01:20 AM
i like the color change from first cut to rough. I got to get me a pair of those sexy pants man.
- erwildcat likes this
#226
Posted 25 March 2017 - 03:15 AM
What are you guys arguing about? The devs said 3D grass will be visual only and designers can adjust the length of the grass.
It would be nice if the length of the grass shown matches the penalty of that rough on the ball. Otherwise, whats the point (other than its pretty cool).
- DC#1 likes this
#227
Posted 25 March 2017 - 04:00 AM
It would be nice if the length of the grass shown matches the penalty of that rough on the ball. Otherwise, whats the point (other than its pretty cool).
Of course. I meant visually as in no coliders. so, i don't think anything will change. In the image above, with that length of grass, designers can designate that rough as deep and it will get deep rough penalty.
#228
Posted 25 March 2017 - 04:54 AM
What worries me about this pic is what worried me before when we saw images of 3D grass. It looks so uniform in height and colour. What is immediately obvious on a real course is the lumpy, uneven height of the rough and the different shades of colour. This 3D grass looks too neat and tidy and real rough is anything but that. At least what we have now looks like rough apart from its being in 2D. I hope I'm overreacting based on the fact that this image shows a very small patch of rough.
#229
Posted 25 March 2017 - 06:43 AM
What worries me about this pic is what worried me before when we saw images of 3D grass. It looks so uniform in height and colour. What is immediately obvious on a real course is the lumpy, uneven height of the rough and the different shades of colour. This 3D grass looks too neat and tidy and real rough is anything but that. At least what we have now looks like rough apart from its being in 2D. I hope I'm overreacting based on the fact that this image shows a very small patch of rough.
I'm sorry but I don't really agree. Cut/mown rough would be quite even in height. The example of rough posted by Mike is the kind that is three or four cuts away from the fairway. I'm sure that rough outside of this area would be uneven and varying in colour.
- Parboy likes this
WWG1WGA
#230
Posted 25 March 2017 - 08:19 AM
Looks great Mike and AJ!
I'll be ready as I finally have a GTX 1080 Ti on the way......
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#231
Posted 25 March 2017 - 08:27 AM
The rough at Merion as photographed by Justin Rose's caddy. It's a pretty good match to Mike's picture.
WWG1WGA
#232
Posted 25 March 2017 - 11:00 AM
#233
Posted 25 March 2017 - 11:10 AM
I would hate to be a developer of a game. There is just no way to satisfy everyone. The grass looks outstanding and is a huge upgrade over what we have presently.
- erwildcat likes this
#234
Posted 25 March 2017 - 11:11 AM
The rough at Merion as photographed by Justin Rose's caddy. It's a pretty good match to Mike's picture.
I can see a myriad of colour variations in this close-up photo that can be present in the current 2D textures, but are not there in the PP images. I hope PP find a way to add these same variations, because the view you normally get while playing JNPG is not a super close-up as represented by the released images. If not, there is a danger that the courses will look detailed, but uniform and sterile when compared to what we have at present.
At the moment, designers can use an overlaid large scale colour texture to create more variations... hopefully this method will be able to be translated to 3D grass too.
#235
Posted 25 March 2017 - 11:44 AM
I don't think we'll be showing any vids until we have new avatars TBH.
I think this is a wise move for marketing impact. If you break these new game-changing features out piecemeal, it will have a slow boil impact on potential buyers. Can you possibly speak to a question that has emerged in several threads concerning 3-D (Turf Effects) grass, and other next-edition features that will be ushered in with it? Namely, in the build you are currently playing in-house, are you using SpeedTree instancing and still seeing roughly double the frame rate performance with it that your initial test reports indicated?
The other question that has emerged, with the renewed talk of 3D/Turf Effects grass, is how much of a performance hit does the enabling of 3D grass place upon your system? I recall early on you said it was only 2 to 3 FPS on your system, which would be virtuallly lost in a Unity upgrade via SpeedTree instancing that had doubled the frame rate.
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#236
Posted 25 March 2017 - 12:28 PM
Well, if you take an area of rough as small as that of course it can look neat and tidy. I'm talking about the rough in general. Any time I watch golf on TV most of the rough looks exactly that - rough.
I could post a larger photo of Merion rough if you like? Many courses have have rough which is similar to this small example. I think what you're looking for is actually what we can achieve now using mixed grasses planted on a 2D texture.
WWG1WGA
#237
Posted 25 March 2017 - 12:37 PM
The colour variations are probably caused by thatch. The green grass would actually be quite a consistent colour overall.I can see a myriad of colour variations in this close-up photo that can be present in the current 2D textures, but are not there in the PP images. I hope PP find a way to add these same variations, because the view you normally get while playing JNPG is not a super close-up as represented by the released images. If not, there is a danger that the courses will look detailed, but uniform and sterile when compared to what we have at present.
At the moment, designers can use an overlaid large scale colour texture to create more variations... hopefully this method will be able to be translated to 3D grass too.
Perhaps there will be a way of creating this look with the new 3D rough, who knows, but I'm very happy with the look of the photo Mike posted.
WWG1WGA
#238
Posted 25 March 2017 - 12:37 PM
I think this is a wise move for marketing impact. If you break these new game-changing features out piecemeal, it will have a slow boil impact on potential buyers. Can you possibly speak to a question that has emerged in several threads concerning 3-D (Turf Effects) grass, and other next-edition features that will be ushered in with it? Namely, in the build you are currently playing in-house, are you using SpeedTree instancing and still seeing roughly double the frame rate performance with it that your initial test reports indicated?
The other question that has emerged, with the renewed talk of 3D/Turf Effects grass, is how much of a performance hit does the enabling of 3D grass place upon your system? I recall early on you said it was only 2 to 3 FPS on your system, which would be virtuallly lost in a Unity upgrade via SpeedTree instancing that had doubled the frame rate.
We gain some FPS through instancing but it's nowhere near double so not sure where you picked that up John. Then with the new lighting and TE, avatars etc it runs at around the same fps as it did previously just with much higher detail levels.
#239
Posted 25 March 2017 - 01:39 PM
I have an 3770k processor combined with a 1080gtx. Right now i cannot run the game with max details. Will my powerful gpu be a benefit in the Windows10 version?
#240
Posted 25 March 2017 - 02:00 PM
I don't think we'll be showing any vids until we have new avatars TBH.
Ok. Interesting. Is it that the new grass details make the existing avatars really sick out or something?
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