Hardware brushes

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Dahut

New Member
Mar 1, 2000
11
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0
Brussels
www.zconcept.com
Is there somebody knowing exactly what is the new "hardware brush" concept, included in Warfare UT and U2?
Does it means something that the graphic card can cache in local memory for faster transformation?
If yes, does it means that it exist "software brush", uncachable in the graphic card?
 

Fuzzpilz

klkk
Jun 28, 2000
984
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40
:noitacoL
As far as I have understood, hardware brushes are brushes that are T&Led by the graphics card, which of course must support T&L.
 

Snowshovelboy

looking for MAD_BOMBER
Oct 31, 2000
75
0
0
MN
www.bartkus.net
So will level designers be able to choose how they tesselate for cards without hardware T&L or will it be smart enough to do it itself or will it just not work on old cards?
 

Snowshovelboy

looking for MAD_BOMBER
Oct 31, 2000
75
0
0
MN
www.bartkus.net
Yea, it does, but if the video card doesn't support hardware t&l, the t&l is done before it gets to the video card, so by the time the stuff gets to the video card if you just keep rendering things the way you have always been it will be too late and there will be no t&l for the hardware to do because its been done already

if that made sense
 

Dahut

New Member
Mar 1, 2000
11
0
0
Brussels
www.zconcept.com
T&L

The T&L handling is hardware coded in the GeForce, as well as in the Radeon. The software has to be written knowing that it can use such function. Upcoming Unreal Engine will be modified to look, when starting, if the card supports T&L, and spawn corresponding triangles fans and strips to the graphic card memory if it supports T&L, or keep the triangles in main memory if it does not. In that case, the number of supported triangles will be a lot lower, meaning that Unreal 2 maps will only be playable on T&Lable configurations. Maybe will the CD come with two map series, as now with two textures series, low res and high res.