Editing Impostering

From Halopedia, the Halo wiki

You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 2: Line 2:
'''Impostering''', or '''imposter''', is a rendering technique used in game developments to reduce the geometric complexity of a three-dimensional scene by caching portions of the scene as images without loss of detail.<ref name="imposterbasics">[http://www.gamasutra.com/view/feature/130911/dynamic_2d_imposters_a_simple_.php '''Gamasutra''': ''Dynamic 2D Imposters: A Simple, Efficient DirectX 9 Implementation'']</ref> A refinement of this technology is used in ''[[Halo: Reach]]'' and ''[[Halo 4]]''.
'''Impostering''', or '''imposter''', is a rendering technique used in game developments to reduce the geometric complexity of a three-dimensional scene by caching portions of the scene as images without loss of detail.<ref name="imposterbasics">[http://www.gamasutra.com/view/feature/130911/dynamic_2d_imposters_a_simple_.php '''Gamasutra''': ''Dynamic 2D Imposters: A Simple, Efficient DirectX 9 Implementation'']</ref> A refinement of this technology is used in ''[[Halo: Reach]]'' and ''[[Halo 4]]''.


== Overview ==
== Amogus ==
<choose><option>{{Quote|We have this awesome new automatically generated LOD system called impostering that makes objects that are really far away really cheap to draw|[[Jon Cable]] in [[Halo: Reach ViDoc: Forge World|Forge World ViDoc]]<ref name="impostering">'''Halo: Reach''', ''[[Halo: Reach ViDoc: Forge World|Forge World ViDoc]]''</ref>}}</option><option>{{Quote|We started everything over from scratch, came up with a whole new rig for how we animate faces and also how we approach like texturing them, modeling them, everything, and just uh, put a lot more time, difference of about a couple million polygons.|Scott Shepherd in [[Halo: Reach ViDoc: Once More Unto the Breach|Once More Unto the Breach]]<ref name="breach">'''Halo: Reach''', ''[[Halo: Reach ViDoc: Once More Unto the Breach|One More Unto the Breach]]''</ref>}}</option><option>{{Quote|To pull off the vision for what we had for this game, we ended up gutting almost every part of the engine, retooling things to make it run faster, to make it run better, look better. |[[Marcus R. Lehto]] in [[Halo: Reach ViDoc: Once More Unto the Breach|Once More Unto the Breach]]<ref name="breach">'''Halo: Reach''', ''[[Halo: Reach ViDoc: Once More Unto the Breach|One More Unto the Breach]]''</ref>}}</option></choose>
When the imposter is sus 😳
In layman's term, impostering works by rendering object's level of detail based on their distance from the player.<ref name="bnet fan explain">[https://halo.bungie.net/Forums/posts.aspx?postID=41480994 '''Bungie.net''': ''*** UPDATE 3-11-2010 *** Example of Halo: Reach's LOD System'']</ref> Thus, the farther the object is from the player, the lower the level of detail the object has. The object gains more level of detail as the player comes closer to it. This allows for an expanded number of resources. While common in most modern games, the [[#Application_in_''Halo''_titles|implementation of the technology]] is different in ''Halo: Reach'' and ''Halo 4''. An example of this is lighting. In ''[[Halo 3]]'', there could only be three or four [[wikipedia:dynamic light|dynamic light]]s present at one time. Depending on the situation, ''[[Halo: Reach]]'' can present up to 40 dynamic lights at one time.
 
== Application in ''Halo'' titles ==
== Application in ''Halo'' titles ==
While previous ''Halo'' titles have made use of the technology, the impostering technology implemented in those titles was fairly simple and not refined until ''Halo: Reach''. During the development of ''Halo: Reach'', Bungie made considerable revisions to the technology so that it would perform efficiently without sacrificing the [[wikipedia:level of detail|level of detail]]. This refinement was first featured in [[Halo: Reach ViDoc: Once More Unto the Breach|Once More Unto the Breach ViDoc]] and is more noticeable in [[Forge World]]'s open landscape.
While previous ''Halo'' titles have made use of the technology, the impostering technology implemented in those titles was fairly simple and not refined until ''Halo: Reach''. During the development of ''Halo: Reach'', Bungie made considerable revisions to the technology so that it would perform efficiently without sacrificing the [[wikipedia:level of detail|level of detail]]. This refinement was first featured in [[Halo: Reach ViDoc: Once More Unto the Breach|Once More Unto the Breach ViDoc]] and is more noticeable in [[Forge World]]'s open landscape.

Please note that all contributions to Halopedia are considered to be released under the Attribution-ShareAlike 4.0 International license (see Halopedia:Copyrights for details). If you don't want your writing to be edited mercilessly and redistributed at will, then don't submit it here. You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

To view or search uploaded images go to the list of images. Uploads and deletions are also logged in the upload log. For help including images on a page see Help:Images. For a sound file, use this code: [[Media:File.ogg]].

Do not copy text from other websites without permission. It will be deleted.

Templates used on this page: