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Creating World Class Graphics on the PSP

Creating World Class Graphics on the PSP. Creating World Class Graphics on the PSP. Shipped Titles PSP Art Topics Asset breakdowns Open Q & A. Shipped Titles. The Lord of the Rings: Tactics.

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Creating World Class Graphics on the PSP

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  1. Creating World Class Graphics on the PSP

  2. Creating World Class Graphics on the PSP • Shipped Titles • PSP Art Topics • Asset breakdowns • Open Q & A

  3. Shipped Titles

  4. The Lord of the Rings: Tactics • LOTR used assets from 3 previous console titles and 1 PC title with additional assets created to match. All had to go through strict approvals by multiple parties in a very short development cycle. • LOTR included 40 min of film footage & re-edited to tell story of Middle Earth from Mordor’s perspective. No true in-game cinematics were created, fly-throughs introduced the levels and lots of combat cameras were used throughout.

  5. The Lord of the Rings: Tactics • Text

  6. The Lord of the Rings: Tactics • Text

  7. The Lord of the Rings: Tactics • Text

  8. The Lord of the Rings: Tactics • Text

  9. The Lord of the Rings: Tactics • Text

  10. LOTR Movie Here • Lord of the Rings: Tactics • Attract Mode Video • EA, Publisher

  11. The SiMs2 Text

  12. The SiMs2 • Text

  13. The SiMs2 • Text

  14. The SiMs2 • Text

  15. The SiMs2 • Text

  16. The SiMs2 • Text

  17. The SiMs2 • Text

  18. The SiMs2 • Text

  19. Sims Movie Here • The SiMS 2 • Attract Mode Video • EA, Publisher

  20. Pirates of the Caribbean • Text

  21. Pirates of the Caribbean • Text

  22. Pirates of the Caribbean • Text

  23. Pirates of the Caribbean • Text

  24. Pirates of the Caribbean • Text

  25. Pirates of the Caribbean • Text Walk Cycle movie here

  26. Pirates of the Caribbean • Text

  27. Pirates of the Caribbean • Text

  28. Pirates of the Caribbean • Text

  29. Pirates of the Caribbean • Text

  30. Pirate Movie Here • Pirates of the Caribbean • Attract Mode Video • Buena Vista Games, Publisher

  31. PSP Art Topics

  32. PSP Perceptions • The PSP is not a true PS2 in terms of what can be loaded into memory (approximately 0.75) • “Porting to PSP is not a simple matter of texture resolution!”

  33. PS2 vs PSP workflow • Smaller memory pool requires more coordination of art, sound, and design to pull back on typical PS2 pipeline and practices. • Level effects vs sound files • Game art vs. HUD texture resolutions • # of unique characters vs design balancing

  34. RUNTIME vs. LOAD TIME • (Frame rate issues vs. Memory budgets) • “To LOD, or not to LOD….”

  35. Total Visible Mesh Count • Hard edges • Multiple shaders • Combining close proximity meshes • Separating large meshes – Skybox for example • Cels and Portals • Fog & far clip

  36. Bone/Joint Count • 200 Total Bones on screen is the (self-imposed) limit for frame rate • LOTR: 16 characters max, each about 30-35 bones. • TBA 1P Shooter: 7 characters max; 1 Player, 2 - 3 allies, 3 - 4 opponents (per average level) • TBA 3P Action/Adventure: 16 characters max; target 25-30 bones each

  37. Lighting • “Fast Track”: Like PS2, our pipeline like 2 Dynamic Lights, 1 ambient & 1 directional • Baked in lighting for environments is best for load & run time issues. • Painted-in shadows or baked into verts.

  38. Texture Resolution • Less resolution resulted in less noise and cleaner looking characters. LOTR test image.

  39. Shaders • Too much alpha = sorting issues • Too many passes on a surface = Runtime Slowing (decals, shine, UI, shadows, layers, etc) • Effects: a good savings is to use add blend for glowing effects. No alpha channel needed

  40. Environment Resolution • Foreground, middle ground, background/skybox

  41. Environment Resolution • Foreground, middle ground, background/skybox

  42. Total Visible Mesh Count • Hard edges • Multiple shaders • Combining close proximity meshes • Separating large meshes – Skybox for example • Cels and Portals • Fog & far clip

  43. LODs • [Level of Detail] • Spend the memory loading in extra meshes to help run-time? Shadows • Blob/Dots shaded across all, use LOD to draw, or go full detail?

  44. Clipping • No PSP software/hardware clipper built in • Software clipper can be added at a runtime cost • Environments can be subdivided, use scalable terrain mesh, or LOD system • Overdraw: Try to minimize the amount so runtime sorting is less taxing.

  45. Project Asset Breakdowns

  46. The Lord of the Rings: Tactics • Chart Here

  47. The SiMs2 • Chart Here

  48. Pirates of the Caribbean • Chart Here

  49. TBA Flight Combat • Chart Here

  50. TBA 1st Person Shooter • Chart Here

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