Comments on: Look, Shiny! https:/2012/12/look-shiny/ Developer resources for the X-Plane flight simulator Fri, 14 Dec 2012 18:55:05 +0000 hourly 1 https://wordpress.org/?v=6.6.1 By: Ben Supnik https:/2012/12/look-shiny/#comment-6665 Fri, 14 Dec 2012 18:55:05 +0000 http://xplanedev.wpengine.com/?p=4659#comment-6665 In reply to Steve.

LOL..this cracked me up: “But arenโ€™t G-buffers getting bigger all the time?” Yes, but that’s NOT necessarily a good thing. ๐Ÿ˜‰

Seriously, yes, in the long term we can expect the cost of the G-buffer to go down as we get faster busses, more ROPs, more VRAM, bla bla bla. But increasing the size of the G-Buffer is a fairly drastic and non-incremental thing – it’s a system-wide tax, so I’m not looking to push it and push it and push it. The _coding_ of specular tinting is pretty trivial – it’s the G-buffer cost that’s an issue. (And once we have it, we’ll end up with specular-tinted content.)

I am also _not_ convinced that specular tinting is the best use of G-Buffer space within the bigger scope of ‘materials’, something that unfortunately G-Buffers don’t handle with a lot of grace. I want to understand what else we want to spend g-buffer budget on before spending that budget.

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By: Steve https:/2012/12/look-shiny/#comment-6664 Fri, 14 Dec 2012 18:46:05 +0000 http://xplanedev.wpengine.com/?p=4659#comment-6664 In reply to Ben Supnik.

PS. I’m not a nerd, I’m a geek. Geeks get it done! ๐Ÿ˜‰

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By: Steve https:/2012/12/look-shiny/#comment-6663 Fri, 14 Dec 2012 18:44:42 +0000 http://xplanedev.wpengine.com/?p=4659#comment-6663 In reply to Ben Supnik.

To be sure. But aren’t G-buffers getting bigger all the time? Where will we be in two years? Not quibbling. I guess it depends on how easy RGB tinted specularity is to code, Ben. Processing it might be a bridge too far now, but when we have the advantage of 20/20 hindsight, it might be seen in a significantly different light. No pun intended. Thanks for not closing the door.

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By: Ben Supnik https:/2012/12/look-shiny/#comment-6659 Fri, 14 Dec 2012 17:50:23 +0000 http://xplanedev.wpengine.com/?p=4659#comment-6659 In reply to Manuel.

Reflections: some day…yes.

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By: Ben Supnik https:/2012/12/look-shiny/#comment-6658 Fri, 14 Dec 2012 17:49:50 +0000 http://xplanedev.wpengine.com/?p=4659#comment-6658 In reply to Patrick Bureau.

http://en.wikipedia.org/wiki/Specular_highlight

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By: Ben Supnik https:/2012/12/look-shiny/#comment-6657 Fri, 14 Dec 2012 17:49:34 +0000 http://xplanedev.wpengine.com/?p=4659#comment-6657 In reply to Stephen Dutton.

Not sure. We might get in one, we might get in two. If the first one is dead, we’ll definitely get two. ๐Ÿ˜‰

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By: Ben Supnik https:/2012/12/look-shiny/#comment-6656 Fri, 14 Dec 2012 17:49:11 +0000 http://xplanedev.wpengine.com/?p=4659#comment-6656 In reply to Steve.

Not much hope. We’ll see, but not much. If ANY part of the sim uses tinted specular hilites, we have to pay for it in the g-buffer.

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By: Manuel https:/2012/12/look-shiny/#comment-6655 Fri, 14 Dec 2012 17:04:55 +0000 http://xplanedev.wpengine.com/?p=4659#comment-6655 I have no idea if this is what you are referring to as “RGB tinting of specular highlights” but will there one day be real reflections on materials (instead of just being shiny)?

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By: DAI Media Scenery https:/2012/12/look-shiny/#comment-6654 Fri, 14 Dec 2012 13:41:42 +0000 http://xplanedev.wpengine.com/?p=4659#comment-6654 In reply to Ben Supnik.

That is greate!!!

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By: Patrick Bureau https:/2012/12/look-shiny/#comment-6653 Fri, 14 Dec 2012 12:42:48 +0000 http://xplanedev.wpengine.com/?p=4659#comment-6653 What the he*k is “specular” “highlights” ?

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