![]() 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. 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. You also have super strength and increased health.The Grand Theft Auto series has come a long way sinceĪbout 2 years ago, Rockstar released GTA V. Just like any other animal, the interactions with the Bigfoot are very limited – you cannot drive or enter buildings, but you can swim, use dropped weapons/ammo and wreak havoc undisturbed (police will ignore you). In order to do that, you must eat this peyote between 3:00am and 8:00am while the weather is foggy. Here you can find a peyote plant that will turn you into Bigfoot. ![]() All Playing Cards Locations (GTA Online).All Action Figures Locations (GTA Online).All Signal Jammers Locations (GTA Online).How to Make Easy Money Everyday (Solo Guide).Eating all the plants doesn’t yield anything. All peyotes respawn every 48 real-time minutes. It’s accrued at the end of the hallucination or after the death of your character.
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