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- Sweden
- eran0004
Sorry if I'm lagging behind in the discussion...
@ImaRobot Adaptive Tessellation can be used to reduce the polycount of a mesh, but also to increase it. It won't add details all on it's own, instead it smoothens the details that are already in the model, such as making wheel arches smoother for instance.
As for the photoscape images, there are several possible reasons that could contribute to that quality boost:
1. Rendering the mesh at its best tessellation form (this really doesn't make that much of a difference from gameplay unless you zoom in on the details). An interesting detail here is that adaptive tessellation in GT6 was used in the same way in photomode as during gameplay, so it didn't always default to using the highest level of detail, you had to get close or zoom in with the camera for that to happen.
2. Antialiasing. This makes a huge difference around all the edges and panel gaps of the car.
3. HDRI lighting. Using the environmental backdrops to generate the light and shadows in the scene. That is what creates the ultra-realistic reflections.
4. Frame rate. As this is a game mode that doesn't rely on frame rate for success, they can crank up all the settings of the rendering engine. Of course there is still a limit though, it can't take forever to render a photomode scene, so stuff like having ultra-realistic glass refraction or reflections of reflections might have to wait for the future. Maybe in GT10, who knows?
@ImaRobot Adaptive Tessellation can be used to reduce the polycount of a mesh, but also to increase it. It won't add details all on it's own, instead it smoothens the details that are already in the model, such as making wheel arches smoother for instance.
As for the photoscape images, there are several possible reasons that could contribute to that quality boost:
1. Rendering the mesh at its best tessellation form (this really doesn't make that much of a difference from gameplay unless you zoom in on the details). An interesting detail here is that adaptive tessellation in GT6 was used in the same way in photomode as during gameplay, so it didn't always default to using the highest level of detail, you had to get close or zoom in with the camera for that to happen.
2. Antialiasing. This makes a huge difference around all the edges and panel gaps of the car.
3. HDRI lighting. Using the environmental backdrops to generate the light and shadows in the scene. That is what creates the ultra-realistic reflections.
4. Frame rate. As this is a game mode that doesn't rely on frame rate for success, they can crank up all the settings of the rendering engine. Of course there is still a limit though, it can't take forever to render a photomode scene, so stuff like having ultra-realistic glass refraction or reflections of reflections might have to wait for the future. Maybe in GT10, who knows?