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Posted: Mon Aug 15, 2005 5:38 pm
by o'dium
brisk wrote:Is Water back? ;)
Better question...!

Posted: Mon Aug 15, 2005 5:44 pm
by R00k
Surely there will be water. It was great on some CTF maps.

Posted: Mon Aug 15, 2005 5:51 pm
by o'dium
R00k wrote:Surely there will be water. It was great on some CTF maps.

Yes but the problem is that water in the doom engine wont match the niceness of the rest of the game.

The reason it was left out of Doom is because it would of been to slow with the effect it would of used.

I mean think about it, it cant be anything less than a real time reflection these days, and in a PPL engine that hurts a lot (trust me, we have it in Q2E, and it does hurt FPS a bit. Not a alot, but enough to warrant them maybe being against it)

Posted: Mon Aug 15, 2005 6:07 pm
by R00k
So the reflection has to fully render all the polys in the scene for a second time? Wow, it seems like there would be a less-costly way to display the scene. Sure you need detail in water, but I wouldn't think you'd need nearly as much as in the scene itself.

Posted: Mon Aug 15, 2005 6:09 pm
by Don Carlos
Sounds great

Posted: Mon Aug 15, 2005 6:12 pm
by o'dium
R00k wrote:So the reflection has to fully render all the polys in the scene for a second time? Wow, it seems like there would be a less-costly way to display the scene. Sure you need detail in water, but I wouldn't think you'd need nearly as much as in the scene itself.
Yeah but in order to draw different things it equals to about the same anyways if yo uthink about it, because it has to take all the other stuff out and repalce it, which means more memory use.

http://www.quake2evolved.com/odium/q2e_waterwip_1.jpg

Posted: Mon Aug 15, 2005 6:13 pm
by ^misantropia^
R00k wrote:So the reflection has to fully render all the polys in the scene for a second time?
It can be optimized to a certain extent but it's still a quite expensive effect.