How about a TOMI with DX11 and Tessellation?

I was wondering how TOMI could be with tessellation...
It can be an interesting feature to add to TT tool, isn't it?

Expecially Tessellation: it's a feature that retrieves data from textures and converts them into polygons. Look at those screenshot:

Without Tessellation:
Unigine-DirectX-11-Tessellation-l.jpg

With Tessellation:
Unigine-DirectX-11-Tessellation-h.jpg

Without Tessellation:
house_no_tesselation_sm.jpg

With Tessellation:
house_tesselation_sm.jpg

Please note that those are not separate models: these are the same models & textures, only with tessellation added!!!! WOW!!!!!

Another Example:
dragon_no_tesselation_sm.jpg dragon_tesselation_sm.jpg

bump_maping.jpg tessellation.jpg

and you can found a video here: http://www.youtube.com/watch?v=bkKtY2G3FbU

.......imagine it applied at TOMI!!!!!!:)
It can be applied on the foliage in the jungle, on the wood pavement on the ships, on
the tongue of the manatee
, and everywhere in the game to make it all nicer!!!!
It would be wonderful to have a TOMI Deluxe Edition with dx11&Tesselation support! Wouldn't it???? :D





P.S.: Another thing TT tool needs is realtime soft-shadows... we are waiting for new graphic generation TT tool!!! :P

Comments

  • edited October 2009
    I think that ToMI is 3D-ish enough as it is and it already has great graphics. I think that applying his Tessellation thing to ToMI would make the games graphics a little over-the-top, or am I wrong?
  • edited October 2009
    There is no need for this in games like these. I mean, they're not evening using DX10 yet, so why put that much effort into supporting DX11 which has only just come out. Even as an optional feature it doesn't make much sense, financially & time wise especially. Does look nice though.
  • edited October 2009
    I don't think this technique should be applied to TOMI or rather not to Season 1 at least (wait for people to catch up, rig-wise first).

    I gotta say though, it's a highly impressive step forward for graphics. It kind of reminds me of the first time I saw bump-mapped graphics.
  • edited October 2009
    I think that ToMI is 3D-ish enough as it is and it already has great graphics. I think that applying his Tessellation thing to ToMI would make the games graphics a little over-the-top, or am I wrong?

    The examples shown are exaggerated to the nth degree to highlight the differences between a low-poly model and a tesselated one.

    IMO, in actual use, you're going to see much more subtle visual differences, and probably the best use of this is going to be to round out the angular look of curves on low-poly character models and then only secondarily to possibly add some depth to textures as was shown in the house example.

    Of course, considering how many people are trying (and failing) to run TMI on essentially Radeon 8500s and lower, it's going to be a very long time before this technology has enough marketshare that it would be worthwhile to go through the trouble of writing code for it.

    Then the question becomes whether the low-end graphics processors will even bother to do tesselation in a worthwhile manner. Unfortunate, because IMO an efficient tesselator would help low-performance graphics more than the top-end parts which can simply brute force the geometry.
  • edited October 2009
    Ultimately, the Telltale Tool hasn't touched DirectX 10 yet afaik, so it will be a long time before DirectX 11 is implemented.
  • edited October 2009
    I wouldn't mind seeing this technology appearing, even if just to give a performance increase on DX11 compliant cards.

    Because I just bought one, lol ;)
  • edited October 2009
    I think they should use VGA 256 color just look at the difference


    Monkey1_CGA_small.png
    256color.gif
  • edited October 2009
    Irishmile wrote: »
    Monkey1_CGA_small.png

    Ack! LCD flashbacks man... Lucy in the sky with diamonds...
  • edited October 2009
    There is no need for this in games like these. I mean, they're not evening using DX10 yet, so why put that much effort into supporting DX11 which has only just come out. Even as an optional feature it doesn't make much sense, financially & time wise especially. Does look nice though.
    Ultimately, the Telltale Tool hasn't touched DirectX 10 yet afaik, so it will be a long time before DirectX 11 is implemented.
    DX11 is a superset of DX10.1. It does everything DX10 does and more, and is partially backwards compatible with DX10 hardware to boot. There's literally no reason to develop for 10 over 11.
  • edited October 2009
    Personally, I'd love to see TMI in that style (kinda hate the flat 3D-style).
    My PC think otherwise I'm afraid. :D
  • edited October 2009
    Sciz wrote: »
    DX11 is a superset of DX10.1. It does everything DX10 does and more, and is partially backwards compatible with DX10 hardware to boot. There's literally no reason to develop for 10 over 11.

    Ummm, I hate to point this out but the best reason ever: Very few people can use DirectX 11, the ones who can use DX10 are a lot more. While DX11 can do everything DX10 can DX10 cannot do what DX11 can, which means that by developing in DX11 you lose all DX10 users, even if you only use DX10 features in DX11. Backwards compatibility means that you can use a DX10 application in DX11 with the same result.
  • edited October 2009
    Itchrelief wrote: »
    The examples shown are exaggerated to the nth degree to highlight the differences between a low-poly model and a tesselated one.

    IMO, in actual use, you're going to see much more subtle visual differences, and probably the best use of this is going to be to round out the angular look of curves on low-poly character models and then only secondarily to possibly add some depth to textures as was shown in the house example.

    Yeah, maybe you are right, but think about these screenshots:

    tomi_walk_20.jpg
    5846217aaa.jpg
    user_475_tomi_elaine_imprigionata.jpguser_475_tomi_guybrush_sulla_nave.jpg

    TT did a great work, but now look at the rocks, the pulley, all the wooden things or the eyes of Elaine: wouldn't it be great to see those screenshots with tessellation? Dont' you think that sometimes there are too edges that could have been smoothed by tessellation? I see room for improvement here.
    There is no need for this in games like these. I mean, they're not evening using DX10 yet, so why put that much effort into supporting DX11 which has only just come out. Even as an optional feature it doesn't make much sense, financially & time wise especially.

    Well, DX11 has more important features than DX10. And this features will surely became more popular, so it's only a matter of time. The important thing is that tessellation has only to be applied to existent textures, it's not a lot to work in. TT can take advantage of this, and use it soon to have a top-notch technology applied at their great tool (IMHO a tool that is a little constrained by Wii performance - just look at the new CSI: they try to reach photo realism but they don't even have realtime shadows)
    Itchrelief wrote: »
    Of course, considering how many people are trying (and failing) to run TMI on essentially Radeon 8500s and lower, it's going to be a very long time before this technology has enough marketshare that it would be worthwhile to go through the trouble of writing code for it.

    Do you think? I think that the people who try to run TOMI on old machines are more visible and evident, because they usually ask help. But to me there are a lot of people who runs the game fine at maximum detail. And I've read a few reviews who says that TOMI has a low polygons.
    BTW, also the original MI games had top-notch graphics at the time, and there was CGA version for the ones that can't afford the EGA. So now we can have DX9 version for the ones who can't afford the DX11.
    After all they're called GRAPHIC adventures! :p
  • edited October 2009
    telltale places more emphasis on vertex coloured polygons so you could never use tesselation. tomi isn't as bad for it as the previous games. max is essentialy just white triangles.

    displacement mapping requires fully unwrapped and textured characters. i want to see he technology in a moddable game engine soon so i can start learning what WILL be an industry standard in 5 years, it does however mean every building must be made in programs like z brush. and that workflow is counter productive to telltale's sales model.
  • edited October 2009
    also tesselation isn't the magic bullet you claiming it to be.

    tesselation simply increases the geometry count. you put in a 5000 quad model and get 800,000 out.

    the effect your talking about is displacement mapping which when applied to the tesselated geometry makes things like the images you've posted.

    tesselation would just make everything look like toystory
  • edited October 2009
    DX11? No chance in hell.
    ATI/AMD premiered the first mainstream DX11 card THIS MONTH. Needless to day that the XBox and Wii can't do it and neither can 99.9% of the PC's atm.

    Not even the FPS games for the hardcore gamer scene go so cutting edge. Adding DX11 support right now for an adventure game would be ..not sane. There are a million other things TTG would better off spending their resources on.
  • edited October 2009
    Actually, tesselation (or TruForm, as it was known) has been available on ATI cards since the 9000 series.. ie: bleeding ages. Very few games ever supported it, because it simply slows everything down by chucking mass amounts of polygons where they aren't needed with not that much visual pay-off. As someone rightly pointed out, what you're looking at there is displacement mapping, which also isn't a new feature by any means (probably came in with the 9000 series as well, thinking back).

    People love to stir up these frenzies over "new features" with each generation of graphics card and API, but few of them ever amount to much.. They tend to take up so many processing cycles and rendering passes they're only ever much use for tech-demos and whizz-bang youtube videos.. It's all just guff in the wind.

    As an example, take a look at these 2 wireframe shots from Morrowind.. see if you can guess which one has TruFrom enabled, and consequently runs at about 3 frames per year:

    08092004-1.jpg
    ComplexWireframe_Morrowind.jpg

    This has been a rather geeky first post. I shall now address this balance in the time-honoured tradition:

    ZOMG WHENZ EP4 OUT LOLZ?!!?!
  • edited October 2009
    Ye, like it was already been said, this isin't a big deal.

    In those examples, he models were made to look diferent with tesselation. they made something like this 3 points.
    .

    . .
    so wen its low poly it skips the middle one and stay.
    . .

    making the players who look go all "DA SHIT!"

    but no one gonna make spikes and stuff just to appear with tesselation.

    Also as also already been sayed, most of it can be done with displacement or normal maps.
  • edited October 2009
    The words "Over" and "Kill" spring to mind.
  • edited October 2009
    I'm all for this, and I have a rig that could handle it.

    However most people don't, so it can't happen yet. On a purely visual basis, the Telltale Tool hasn't yet proven it can match the Source engine version used for Half Life 2's in terms of visual fidelity. I'm not saying TOMI should look like HL2, but that version of Source could do some great things and probably closely mirror TOMI's style while looking better.

    Purely basing this on what the TTT has done so far - it could well be scalable enough to do better. The point is, TTT needs to be lower end so it can scale, and unfortunately that needs to remain the case - as people upgrade, the TTT upgrades, but you can count on it remaining around 3-5 years behind AAA titles in terms of raw power.

    Not that it's a bad thing, it lets more people enjoy their games. However I don't think we'll be seeing hardware tessellation or DX11 in the TTT for at least another 5 years.
  • edited October 2009
    The words "Over" and "Kill" spring to mind.

    In that exact order?
  • edited October 2009
    Yeah, I have to agree that it seems a bit much. The Original games were pretty cutting edge at the time, but we really don't need cutting edge for these games. I'd even go as far as to say some people don't even want it! There are some that would prefer the games to continue as 2d or animated IE "Curse" Style games. I personally like the 3D, but it complicates the controls, so it's a trade off for me. I think Telltale shouldn't even be creating the games using DirectX, it would seem more prudent of them to use open source components. Releases on the consoles and other sell points would be easier to port and release using these tools, plus the decrease in costs for design software. Anyway, there are trade offs for both approaches and I'm rambling. Short answer Nah, we don't need it.
  • edited October 2009
    Yeah, I have to agree that it seems a bit much. The Original games were pretty cutting edge at the time, but we really don't need cutting edge for these games.

    Why? Adventure players don't have eyes? :rolleyes:
    I don't think that you will ever lower the TOMI graphic quality to minimum if your PC can run it well at maximum detail just because you "don't need cutting edge for these games".
    I know that the story and the puzzles are the focus in this kind of games, and it's right, but that doesn't mean that they should look ugly or dated. Under a Killing Moon was a masterpiece and it had cutting edge graphic at the time.
    Not that i'm saying that TOMI looks bad (it looks great IMHO), but i'm saying that the current tecnology can improve rendition of the art that these people are creating.
    And - the most important thing - we talk about DX11 as an additional option: if you or your computer can't stand it, you just have to disable it! :)
    I'd even go as far as to say some people don't even want it! There are some that would prefer the games to continue as 2d or animated IE "Curse" Style games.

    And you know why? Because they think that 2d looks better!!!! Now you see that visual quality is also important?
    Short answer Nah, we don't need it.

    I admit that talking about DX11 and Tessellation could be a little early, but how can we go further if we don't explore? Someone has to track the new technology path. And you can be the first and rememberes forever...like Guitar Hero, Doom, Rebel Assault, Dragon's Lair... or - regarding adventure games - the Tex Murphy series, Myst or Blade Runner, just to name some.

    Technology is the brush you use to paint a game.
  • edited October 2009
    I'm all for this, and I have a rig that could handle it.
    I wouldn't be too sure about that.
  • edited October 2009
    @ Bloody Eugene

    Good Points, I am definitely not advocating that the games look dated. I know technology is a big thing with games, and the newest and more glittery win. I guess my main grudge is the DirectX proprietary stuff. These companies have a choice of what "Brush" to "Paint" their games with, and DirectX only makes sense since over 90% of the computers run Windows in some from or another. For technology to REALLY take a step forward we need to get away from using the same systems, and have people create their own "Brushes".
  • VainamoinenVainamoinen Moderator
    edited October 2009
    I've got a dx11 card... and a new Windows 7 pc along with it. No need for envy, though, I see it as compensation for 6 and a half years with my old PC (I was lucky it even ran TTG's products ;) ).

    I haven't yet investigated into the "tesselation"-effect. In its extreme, as shown in the pictures, it might just make an "over the top"-impression. After all, the screenshots look pretty cartoon-like. Nonetheless, I really think that, applied in very moderate doses, it could really and probably easily enhance graphics which are necessarily geared towards low-res textures.

    I'd really say TTG should go for it. Of course, the option to play without this effect and keep compatibility with, say, my old machine, is a must also. But TTG would never forget this (and cut about 95% of their customers out of the equation). ;)
  • edited October 2009
    It seems this exaggerates the details... and considering how exaggerated the characters faces already are, it might take them over the line to grotesque...
  • edited October 2009
    Keep your bloom and your bump-mapping and all those shaders and shiny stuff. I just want it to run smoothly on my computer, a good story and interesting characters.
    No offence, but no thanks.
  • edited October 2009
    Looks awesome, but MI just doesnt need it. Better yet, they should go back to CMI gfx!
    Dont get me wrong, tales looks great (a lot better then EMI where they just learned how to use 3D) but nothing tops CMI.
  • edited October 2009
    der_ketzer wrote: »
    I wouldn't be too sure about that.

    Well, my PC plays the Unigine Heaven demo that those screenshots were taken in, and I'm rocking an i7 with a 5870. So....I'm pretty sure it can. :)
  • edited October 2009
    Well, my PC plays the Unigine Heaven demo that those screenshots were taken in, and I'm rocking an i7 with a 5870. So....I'm pretty sure it can. :)

    see that's why it's only a demo. There is not much around these seemingly single objects. Try running it with a detailed world and at least 50 additional objects all rendered like that...
  • edited October 2009
    That's definitely a clever tool with a lot of potential, like the next generation of bump mapping and normal mapping. I like how they let the polygon count increase as you get closer to things, because it doesn't matter as much in the distance. I could see this sort of thing playing a big role in the future.

    Also I hope people realize that this isn't blanket effect that you just plop into a game and it automatically makes everything puffy. Just from looking at the examples, I'm sure that the people making the models must have to create a sort of invisible layer to each texture that indicates the desired depth, similar to how bump maps work. So if Telltale wanted to use it, they could make it as subtle or as crazy as they want. This is the sort of thing that could be pretty helpful for Telltale in the future because it would allow them to present more detailed-looking models with smaller filesizes, ultimately.
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