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🧵 High Res
Anonymous at Thu, 9 Dec 2021 19:33:32 UTC No. 868438
I am playing cyberpunk and every thing looks really high res for a game. I mean the textures and model poly count. How do they do it? Characters look like they have 4k textures even though they dont. What is the trick? And I am playing on medium-high with my shitty 1660 and getting 40-50 fps.
Anonymous at Thu, 9 Dec 2021 19:35:32 UTC No. 868442
>CP2077
All that eye candy is covering a turd with ice cream sprinkles
Anonymous at Thu, 9 Dec 2021 19:35:48 UTC No. 868443
>>868438
>Characters look like they have 4k textures even though they don
what makes you think they don't
Anonymous at Thu, 9 Dec 2021 19:41:40 UTC No. 868447
>>868443
because the file size wasnt too crazy, only 60gb. If it was 4k i think it would be somewhere like 100gb
Anonymous at Thu, 9 Dec 2021 19:52:31 UTC No. 868451
>>868447
>you do know that what makes a game humongous are the video and audio files right?
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Anonymous at Thu, 9 Dec 2021 19:57:17 UTC No. 868456
>>868451
its also the textures, why do you think games have these separate HD packs for higher res textures? Its because if it was included in the base game the file size would be big asf
Anonymous at Thu, 9 Dec 2021 20:03:20 UTC No. 868458
>>868456
looks like unsharp masking, lel
Anonymous at Thu, 9 Dec 2021 21:16:55 UTC No. 868484
>CP2077
Like covering a turd in ice cream sprinkles
Anonymous at Thu, 9 Dec 2021 22:48:42 UTC No. 868505
>>868438
Cyberpunk 2077 uses weighted normals a lot. The environment and vehicle models have very detailed beveled geometry. This allows them to tile small textures and in some cases omit normal maps entirely, which all saves the texture budget for important things like characters.
Anonymous at Thu, 9 Dec 2021 23:24:46 UTC No. 868512
>>868438
Go back to /v/ please.
Anonymous at Thu, 9 Dec 2021 23:27:03 UTC No. 868513
All that amazing tech and still one of the biggest disappointments I've every played. Had to refund that shit.
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Anonymous at Thu, 9 Dec 2021 23:32:22 UTC No. 868514
>>868513
2077 is like avatar (the James Cameron movie)
>everyone cooms over the graphics
>the story and everything else is kinda shit
>gets forgotten in a year
>there's supposedly a sequel in the works but literally nobody cares any more
Anonymous at Fri, 10 Dec 2021 14:17:20 UTC No. 868632
>>868438
tiling detail textures have been a thing since the 90s bro
Anonymous at Fri, 10 Dec 2021 17:30:39 UTC No. 868693
>>868438
It's a combination of highres base textures, 2K - 4K depending on the object in question and layers with
tiling detail textures and multiple mesh/texture striplets for things like seams on clothes, badges, decals, texts etc.
Even if you downscale a 4K texture to 1024 it'll look more detailed than a texture created natively for that resolution
because information that would be impossible for an artist to draw in get encoded across several pixels.
So because the assets are so high quality to begin with you get the same effect as when you shrink the resolution of a photograph
with a good image sharpener algorithm like the 'Bicubic Sharpener' that come standard in photoshop for size reduction.
Anonymous at Fri, 10 Dec 2021 17:53:00 UTC No. 868705
>>868438
>I am playing cyberpunk
My condolences
Anonymous at Fri, 10 Dec 2021 18:15:33 UTC No. 868713
>>868438
Good compression algorithms, texture streaming and advanced materials with detail normals and micro detail normals layered on top of that again.
You'd be amazed at how "high res" you can make simple textures look with tiling micro detail normals.
Anonymous at Fri, 10 Dec 2021 18:24:25 UTC No. 868719
>>868713
That works only for inorganic surfaces, right? How do you avoid tiling and repetition issues? A noise mask?
Anonymous at Fri, 10 Dec 2021 18:32:22 UTC No. 868727
>>868719
huh? No, it works for any surface assuming you use the appropriate normals.
You avoid repetition by having tiling detail normals on a macro scale then blending in micro normals by distance from the camera.
Both of those are blended on top of the baked normals of the base texture sheet.
Effectively you have three layers of normal information.
Default, tiling middle, and tiling micro.
None have to be above 2k. 1k should be plenty for the middle and micro normals.
4k is usually used for the base color textures if you want high detail color information obviously but the point is with this method you can get quite a lot out of even 2-1k color maps.
It takes a tiny bit of extra work to set up though as you need to mask the appropriate areas so you get the appropriate detail normals on the correct areas.
Anonymous at Fri, 10 Dec 2021 19:08:27 UTC No. 868732
>>868727
Ah well, then I've been doing this already for a long time, but with skin details for characters.
Anonymous at Fri, 10 Dec 2021 19:17:34 UTC No. 868735
>>868732
Probably. It's all in the materials these days.
Anonymous at Fri, 10 Dec 2021 19:47:40 UTC No. 868738
>>868727
How to make these detail normals and can you use some generic detail for all of the assets? If every asset needs unique additional detail normals that seems like a lot of work and a ton of extra textures in the project.
Anonymous at Fri, 10 Dec 2021 19:51:44 UTC No. 868741
>>868738
By material type.
Metal gets it's own. wood gets its own, skin gets its own.
You don't need that many.
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Anonymous at Fri, 10 Dec 2021 20:22:59 UTC No. 868747
>>868741
I think they already did that in 1998 with Unreal 1. Regular textures were between 64x64 and 256x256 and the game blended over (depending on distance) various material specific b&w textures to alleviate blurriness close up.
Anonymous at Fri, 10 Dec 2021 20:25:53 UTC No. 868751
>>868438
Because they didn’t bother to make anything else in the game or polish the rest of it leaving glitches and a half empty unfinished world
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Anonymous at Fri, 10 Dec 2021 20:29:38 UTC No. 868752
>roughly $315 million budget
>7+ years of development
Is the AAA industry a scam?
Anonymous at Fri, 10 Dec 2021 20:40:41 UTC No. 868759
>>868747
Yeah it's not a new technique.
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Anonymous at Sat, 11 Dec 2021 00:23:26 UTC No. 868808
>>868738
The real trick is how to combine normal maps so that one set of normals appear to sit ontop of the other.
If you lazily combine the channels similar to a overlay of normals in photoshop the end results will look pretty weak.
But if you account correctly for the already normalmapped tangent and binormal of your model as you compute the second set it will look quite fantastic.
You also have to make sure that there isn't a missmatch between how the engine you're using and the application you're using handles normalmaps.
Unity out of the box does a horrible job for example and destroys data even throwing away your blue channel completely if you mark a texture as normal map.
And if you have baked quility normals with an external application for a model you may need to roll your own unpack function to have the normals appear correctly.
Others may have shaders that demand you handle the tangentspace same as Xnormal, rather than say 3DSmax, which otherwise bakes flawlessly if you have a matching shader for it.
I've fucked around with normals and bakes for years and I can tell cyberpunk does it just the right way seeing how them detail appears towards the edges.
>There's a lot of impressive art on display in Nightcity, to bad the gameplay sucks donkey dong.
Anonymous at Sat, 11 Dec 2021 01:42:52 UTC No. 868824
>>868808
Mikkt is just about the standard everywhere that matters now.
Anonymous at Sat, 11 Dec 2021 02:00:13 UTC No. 868834
>>868438
>I mean the textures and model poly count. How do they do it? Characters look like they have 4k textures even though they dont. What is the trick? And I am playing on medium-high with my shitty 1660 and getting 40-50 fps.
I ripped bunch of them.
They are super high poly, 100-400k tris, one the highest side of last gen, but texture resolution is only 1-2k for characters.
>Characters look like they have 4k textures even though they dont.
They have 2 uv maps + decals in form of floating geometry. One low res uv map is for color and base normal map, second is for "material" which is just a set of lets say 100 super low red 256x256 tillable textures always kept in memory and shared between everything on the screen. So 10 types of fabric, 10 types of stitches, 10 types of buttons, 10 types of skin, 10 types metal etc.
Its a shit ton of draw calls but this only gets rendered up close,, everything further than 5 meters or so dosnt have it.
The final step is decals, which is part of model duplicated and floating above the main model, this is to do like moles, scars and scratches and shit, this also gets culled on distance.
>>868443
>what makes you think they don't
It was made with last gen in mind despite running like shit on it, the shared gpu system memory means you cant use high res textures.
Anonymous at Sat, 11 Dec 2021 02:12:49 UTC No. 868839
>>868824
I know, I have to write my own shaders as a result of this. I like to combine bake and manually created normals and I have no idea how the mikkt space encoding works where as the classic one is completely readable by a human just looking at the colors in the file.
Mikkt space normals give inconsistent results if I touch them and try to blend in my own edits by combining the channels in a photoeditor.
Anonymous at Sat, 11 Dec 2021 02:16:09 UTC No. 868842
>>868839
I can't really speak to that. I use unreal engine and they have a a node which handles it all for you.