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Grand theft auto v image
Grand theft auto v image












grand theft auto v image
  1. #GRAND THEFT AUTO V IMAGE PS4#
  2. #GRAND THEFT AUTO V IMAGE PC#
  3. #GRAND THEFT AUTO V IMAGE SERIES#

So each draw call can output to 5 render targets at once. Some shading-related information into different buffers called G-Buffer. All the visible meshes are drawn one-by-one, but instead of calculating the shading immediately, the draw calls simply output

#GRAND THEFT AUTO V IMAGE PC#

This is actually where the pipeline differs between a PS3 (lacking compute shader support) and a PC or a PS4: on the PS3 all these calculations would have to be run on the Cell or the SPUs. So this step calculates for each object if it will be rendered and at which LOD. This step is processed by a compute shader, so I don’t have any illustration for it.ĭepending on its distance from the camera, an object will be drawn with a lower or higher-poly mesh, or not drawn at all.įor example, beyond a certain distance the grass or the flowers are never rendered.

grand theft auto v image

Update: as pointed-out in the comments below, it seems GTA IV was also relying on dual-paraboloid map, except it was not performed as a post-process from a cubemap: the meshes were distorted directly by a vertex-shader. A dual-paraboloid map does not suffer from such issues, it can be mip-mapped easily without creating seams. Plus, cubemaps can be problematic around their edges: if each face is mip-mapped independently some seams will be noticeable around the borders, and GPUs of older generationĭon’t support filtering across faces. For GTA it’s fine: the car roofs and the hoods are usually facing up, they mainly need the reflection from the top to look good. The dual-paraboloid projection preserves the details of the reflection rightĪt the top and the bottom, at the expense of the sides. Why such a conversion? I guess it is (as always) about optimization: with a cubemap the fragment shader can potentially access 6 faces of 128x128 texels, here the dual-paraboloid map bringsĮven better: since the camera is most of the time on the top of the car, most of the accesses will be done to the top hemisphere. The cube is just projected into a different space, the projection looks similar to sphere-mapping but with 2 “hemispheres”. The environment cubemap we obtained is then converted to a dual-paraboloid map. This is why in the game your car reflects the environment quite well, but other cars are not reflected, neither are characters. The first face is rendered like this:Įach face is rendered with about 30 draw calls, the meshes are very low-poly only the “scenery” is drawn (terrain, sky, certain buildings), characters and cars are not rendered. This is exactly how the game does: each face is rendered into a 128x128 HDR texture. Put the camera on a tripod, imagine you’re standing right in the middle of a big cube and shoot at the 6 faces of the cube, one by one, rotating by 90° each time. How is such cubemap rendered? For those not familiar with the technique, this is just like you would do in the real world when taking a panoramic picture: Its purpose is to help render realistic reflections later. This cubemap is generated in realtime at each frame, Environment CubemapĪs a first step, the game renders a cubemap of the environment. These buffers can’t be displayed correctly as-is on a monitor, so I post-processed them with a simple Reinhard operator to bring them back to 8-bit per channel. GTA V uses a deferred rendering pipeline, working with many HDR buffers. So here is the frame we’ll examine: Michael, in front of his fancy Rapid GT, the beautiful city of Los Santos in the background.

#GRAND THEFT AUTO V IMAGE PS4#

Here I will be talking about the PC version in DirectX 11 mode, which eats up several GBs of memory from both the RAM and the GPU.Įven if my observations are PC-specific, I believe many can apply to the PS4 and to a certain extent the PS3. Nothing kills immersion more than a loading screen: in GTA V you can play for hours, drive hundreds of kilometers into a huge open-worldĬonsidering the heavy streaming of assets going on and the specs of the PS3 (256MB RAM and 256MB of video memory) I’m amazed the game doesn’t crash after 20 minutes, it’s a real technical prowess. Having played it on PS3 I was quite impressed by the level of polish and the technical quality of the game. The game was an instant success, selling 11 million units over the first 24 hours and instantly smashing 7 world records.

#GRAND THEFT AUTO V IMAGE SERIES#

The Grand Theft Auto series has come a long way sinceĪbout 2 years ago, Rockstar released GTA V.














Grand theft auto v image