We are SO far ahead of you on this one. ๐
Of course, this could be post-fanfest info… but our money is on SF, in less than 24 hours.
The latest news about the Halo series of games from Microsoft
We are SO far ahead of you on this one. ๐
Of course, this could be post-fanfest info… but our money is on SF, in less than 24 hours.
Pixel Shaders are a little bit of code that runs per-pixel. They combine textures and may compute lighting. Vertex Shaders are a larger bit of code that runs per-vertex. A vertex shader can move vertices, in addition it may ‘shade’ them. This is not a requirement, as I have written vertex shaders that do no shading at all, but instead let the pixel shaders do the lighting calculation.
Vertex shading is primarily what we have now in current hardware, each vertex is “shaded”, and the values are interpolated across the polygon. Also known as Gouraud shading.
Per-Pixel shading just means each pixel is ‘shaded’ separately, ie the light calculation is computed in one-way-or-another for every pixel.
Just a lot of confusion as to whats-what. Many of the names are similar, and somewhat misnamed even.
In addition, he sent along an example of per-pixel shading, so you can see what he’s talking about. Hope you all read this carefully… there’ll be a test on Wednesday.
MSXbox: What is the difference between these 2; Per-Pixel Shading and Bump-mapping?
Derek: Bump-mapping is kind of a hack, for lack of a better term. Per-pixel shading and Vertex shading are more accurate ways of doing texture and coloring. No more helmet head, like in sports games, you always look in the back of the head and [the hair] stands still, but in real life hair bounces. It’ll give images personality, and it’ll give scenes more personality. It’ll make scenes more organic and give it more ambiance.
And then later on:
MSXbox: When are the developers going to get final Xbox development kits- we’ve heard around March?
Derek: That sounds about right.
(That second one was exciting because it means that the final card will probably be in the playable Xbox folks will get their hands on at E3.) Okay, I thought I had a handle on this per-pixel shading/bump-mapping thing, until we got a note from Timothy Wilson (warning – heavy on the geek-speak), which suggested that John was wrong when he said there was no bump-mapping in the Malice shots. NOW who do we believe?
If you have taken a look at the Malice screen shots you might be interested in knowing there was no bump mapping used. What appears to be high quality bump mapping is in reality per-pixel lighting. Thought you might be interested because of Matts “per-pixel everything” comment.
Those Malice shots look fantastic. So we wanna know… what happens when you have per-pixel lighting AND bump mapping? Oops, we’re drooling again…
David Hufford, PR manager for the Xbox revealed that “E3 in May will be the real coming out party for Xbox,the machine will certainly be playable and you’ll be able to get your hands on lots of the games.”
fAt1 wants to know if we’re gonna see Halo running on that Xbox…
No, there is no ad for Halo running on TV. Not even Californian TV. ๐
You can read the entire thread here. (Note: This doesn’t address the ‘Halo to be mentioned in an Xbox Superbowl commercial’ rumor floating around…)
Jason Ocampo: So what are the upcoming plans here? We’ve got Gamestock coming up, E3, GDCรโรขโฌยฆ
Ed Fries: Yeah, for me at Gamestock I’ll be unveiling our first-party portfolio, which I’m really excited about.
First-party portfolio… that should include Halo, no? Gamestock comes up this March, and is press-only… but we’re betting there’ll be new Halo material to see before April rolls around.