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	<title>Sub D &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>Call of Duty: Ghosts Tech Demo Called Out for Sub D Technology</title>
		<link>https://gamingbolt.com/call-of-duty-ghosts-tech-demo-called-out-for-sub-d-technology</link>
					<comments>https://gamingbolt.com/call-of-duty-ghosts-tech-demo-called-out-for-sub-d-technology#comments</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Fri, 02 Aug 2013 14:26:46 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[activision]]></category>
		<category><![CDATA[Call of Duty: Ghosts]]></category>
		<category><![CDATA[Infinity Ward]]></category>
		<category><![CDATA[next gen consoles]]></category>
		<category><![CDATA[Sub D]]></category>
		<category><![CDATA[tech demo]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=167546</guid>

					<description><![CDATA[Claims are being made that Sub D is not optimized for use in games.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2013/06/Call-of-Duty-Ghosts1.jpg"><img fetchpriority="high" decoding="async" class="aligncenter size-large wp-image-159283" alt="Call-of-Duty-Ghosts1" src="https://gamingbolt.com/wp-content/uploads/2013/06/Call-of-Duty-Ghosts1-1024x770.jpg" width="620" height="450" /></a></p>
<p>A user on Reddit <a href="http://www.reddit.com/r/gaming/comments/1jhznz/misleading_call_of_duty_ghosts_tech_demo_they/">recently addressed</a> Infinity Ward&#8217;s tech demo for the upcoming Call of Duty: Ghosts, in which the developer stated that it was using Sub D technology for rendering high-polygon models.</p>
<p>According to the user, models created with Sub D use an aggressively high level of polygons which can&#8217;t be handled by current gen hardware in real-time. Even if they could be rendered, it would be a waste of resources. Considering the Call of Duty: Ghosts will be coming to the Xbox One and PS4, maybe the Sub D technology is only for next generation platforms (and PC)?</p>
<p><iframe src="http://imgur.com/a/n4eQz/embed" height="550" width="100%" frameborder="0"></iframe></p>
<p>Of all people, an employee from Rare <a href="http://www.reddit.com/r/gaming/comments/1jhznz/misleading_call_of_duty_ghosts_tech_demo_they/cbezeps">responded</a> to the post stating that, &#8220;You certainly can use sub division surfaces in games. At Rare we implemented an engine using sub div surfaces for Perfect Dark Zero &#8211; back when we were creating the Gamecube engine, before it got X-Boxed. The reason we eventually went for View Independent Progressive Meshes, was because sub div surfaces destroyed your vertex cache.</p>
<p>&#8220;You had to generate new vertices and it destroyed any kind of coherency on your index cache (VIPMs also suffer the last unless platform supports invalid zero area triangles). I assume modern hardware has come a LONG way in this regard. It certain does NOT increase the number of polygons infinitesimally &#8211; instead it allows you to generate as many as you need (and can process) at the required level of detail.&#8221;</p>
<p>Infinity Ward has been the subject of controversy concerning the &#8220;new&#8221; engine for Ghosts, when it was revealed that it was only a heavily modified version of the engine that had been used in other Call of Duty games till date. The whole &#8220;realistic fish AI that swims away from you&#8221; bit didn&#8217;t help matters either. But it&#8217;s hard to deny that Sub D isn&#8217;t a new technology and thus, not worth such a big deal that Infinity Ward has made it out to be.</p>
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