Implementing scanline rendering in RS would be extremely hard, as most of the geometry in RS is not polygon based. You also have to understand that stuff like GI in realtime engines is made possible by lengthy preprocessing like spherical harmonics, normal maps, etc. Using the GPU for 'general' FP calculations would be possible and probably even advantageous, but it's a pain to implement it in a general enough way. If you really want to have scanline rendering in RS, give a nice chunk of money to Mirco so he'll continue work on his RM4RS3D thingie. PS3 would make a nice renderslave though (it even runs Linux).
On 01/11/06, Jean-Sebastien Perron <[EMAIL PROTECTED]> wrote:
With PS3 and Xbox 360 doing fully lighted scene with shaders and millions of polygons at 1920*1080 60fps this is just for example : http://www.gamespot.com/ps3/action/insomniacshooter/screenindex.html http://www.gamespot.com/xbox360/action/bioshock/screenindex.html Is it time for Realsoft to buy a PS3 or 360 devkit and start working on a 3D application dedicated to those wonderful hardware? They both have Hard Disk and internet connection I may be wrong, but I think ScanlineRendering technique have won over Raytracing in Quality now? or just equal. ScanlineRendering now is 1 000 000 times faster than raytracing. Raytracing is difficult to implement to a hardware pipeline. PS3 and 360 are the new Amiga. PC is too slow behind and if more powerfull it's still 900% more expensive. Consoles even at 600$ are at the price level of a regular PC 3D videocard alone. This is valid for Realsoft as for any other 3D application. Jean-Sebastien Perron www.neuroworld.ws
