s2odan wrote:
Quote:
Now that's not going to work on machines using the FFP, so they'll get the CPU based system we currently have which will mean not only will planets look different but because of the different generation ability / features of CPU vs GPU you'll actually get different terrains.
Thats a shame. Is there a way around that? Like how system and secotr/galaxy generation was all moved from floats and doubles to int32 to get around precision issues between the platforms..?
I wasn't thinking of it as a technical limitation in the same way but more of a sheer processing power difference. Without trying it my best guess is that you'd still be able to do the same thing, land in the same place, but that you might use algorithms that are better suited to GPU so the results themselves will be superficially different.I.e; we could all land in mexico, but those with GPU would all look the same, and those with CPU would all look the same, but GPU and CPU generated landscapes would be different in more than just the amount of detail.Without trying to implement it I couldn't begin to guess. Perhaps the CPU system will translate perfectly to GPU and this speculation is worthless after all

As for texture splatting, yes I've had a few ideas and done some reading, it's possible to do it via FFP too. Not as well, but still possible.