
1. In TF2, models are much more
detailed like in no other game, Valve's new MRM Technology allows to
scale the polygons in an model, the farther away, the fewer the
poly's, up close you'll see highly detailed face features, this
allows two major features: 1. The models look better because of the
shear number of more polygons in it. 2. In balltles the num. of
polys goes down and the game runs much smoother.
2. Parametic Animation
allows meshing of multiple animations at once. Current games have to
select what animation is the most important, a player may be jumping,
but then get killed, so the system would have to stop the "jump"
animation and start the "mid-air death" animation.
Parametic Animation will eliminate this problem, because a player
can be running, jumping, firing, taking damage, and the system will
"merge" them all together, giving higher priority to the
more important ones. (pain ect.)
Read an interview with
Robin Walker about Parametic Animations here...
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