XTD is indeed a texture data archive as far as I know. I'm not sure, but i think Max Payne 3 PC used those instead of WTD. For IV, you had ps3 files,and you had XTD, and you had WTD (Xbox and Windows Texture Data I guess, since they held textures)
What's in that file? it's hard to say. It could be keyboard prompt images, and the size difference could be perhaps because the control menu of PC is mostly text listings, while on console you get images to show the joypad setups etc - but i don't think the file would be named that. It could be some PC-exclusive stuff that overrides the other, if indeed WTD is now deppreciated at the studio and XTD is for Windows and Xbox (I'm not sure! someone check in max payne 3 files on pc for me I think I read they use XTD on PC now)
brian. Xbox uses XTD (Xeon Texture Dictionary) and PC uses WTD (Windows Texture Dictionary). XTD goes way back to R* Table Tennis. They are just updated with each new version of RAGE.
Thank you Blaster for the format clarification, have you got the game by chance? What kind of nifty stuff you guys finding at first glance? Is there a place it's being discussed in detail I can look at the latest? I don't meant platform stuff, I mean anything, what's different?
Can anyone in the scene speak anything to noticeable differences from IV to V that are big deals yet? Very interested.
@GTAvanja I understand the techniques you're describing, no doubt, I know differences between normal maps and parralax bump offset, like seen used in places in GTA IV, like the bullet holes and smashes from collisions and such, I can make them and such, you're right, I work and play with these kinds of files, you're right, except that in that image, that cop rim isn't just a flat polygon, it's also not just a normal map giving a smoother look, nor are Franklin's silhouette (compare the shoulders to the ps3 still above it). It's literally polygonal, you can tell that is geometric specular artifact there, crunched to nearly-gone from the downscale the image has been given.
I agree, and enjoy the flexibility that material techniques provide me, but that cop car rim is separate geometry from the tire. The tire needs a different material and needs to be able to burst, pop and be switched out of flattened one, etc. Maximum radial segments you're going to see on any console gta v, or gta iv (pc and console) car, is like 64 segments. Likely even only 32, yet still looks very round on many cars. The roundness you're seeing on that cop rim though, that is like 128 to 256 segments easily, from working myself with geometry a lot, I know it, it's too perfectly round, for the structure and poly flow to not be supported with geometry, it would have a few places you can count the edges. You really can trust me, that car wheel is high poly.
I'd really like to see it on the console though. I have no doubt that it, and many other rims in the game, are very high poly, I've seen a few, but I haven't been able to zoom into them, or to see them in a capture like this screenshot gives me a view. Need captures of tires at various zooms, of that cop car if anyone reading is capable, I wish to show the point visually.
I also would like an image of the cop car for the purpose of checking the vehicle body's polyflow against my claims, especially the doors and the seams where they meet at the windows to the C pillar there. It is also indicitive of a very high poly count. Though the cars have many high-poly attributes, I have yet to see any cars as smooth as the screenshots, in any frames etc I've paused in gameplay. The tessellation support for RAGE as of maxpayne/afaik is for characters and vehicles only, as well.
Anisotropic filtering could be turned up resulting in the textures "looking" higher, I can admit is possible - but then, rejoice, because that means "high textures" will be even higher than anticipated. That speaks only to textures though, those rims and that cop car, franklin's silhouette lacking any poly flow discernible (which bitmaps can't hide) aside from an almost predictable crease on the sleeves.
For any thing that can be sort of denied or refuted respectfully about my claims, kind of just means it's going to be even better, so that's at least still exciting right?
This image really does scream more than just dx9, too. Especially the fidelity of the far clip, the smoothness of the plane, the reflection on the landing gear. Look really closely over this image - it's not just normal maps or bump maps, normal maps are in use, but try to find a poly flow. I have GOT to see this plane on the console, as well. I want to see its wheels and around the wings and in front of the cockpit mostly:
look at that chrome reflecting image based, and the downscaling artifacts, and there is just so much else, roundness of tires, etc, where is the polyflow? I see polyflow on things in vids, this is all the high poly stuff, even if it's just "dev asset", RAGE supports tessellation, which will effectively "restore" this detail from this screenshot into the PC version, along with the rest of the stuff, I really wanna get a capture of this plane, and that cop car
Not to mention, the game is nowhere near as sharp as this image or barely any other screenshot, we need captures, someone needs to make captures of the screenshots for comparison, then I'll really write the book
Cannot really deny that this is medium vs high/with tessellation. EVEN IF it's high poly model that was baked to top image, then RAGE engine tessellation will still restore it, with its own displacement map baked for the dx11 tessellation that may or may not be in the screen, or maybe their hull smoothing is automatic, who knows, don't know yet, it's new stuff, but that will result in the PC version looking like that, and potentially the nextbox versions too. Of course, it'll only ever look like that once you screenshot it at your gaming res THEN downscale it, but hey, it's still gonna be awesome, when you compare the screenshots to the "low/medium" version coming out in 2 days:
CAN I GET AMEN?
And people always address lighting when I showed these, but the third one shows, it's not a claim changer:
Look at this topic, tell me what you think: