-
Posts
23,232 -
Joined
-
Last visited
Content Type
Blogs
Forums
Store
Gallery
Videos
Image Comments posted by Josh
-
-
Have you tried to run the Leadwerks editor on that?
-
Interesting. Is this running with a Linux build or a windows build with proton?
-
Yes, The red shows pixels where the refracted coordinate is in front of the surface, so the background directly behind that pixel will be shown instead.
- 3
-
You just call SetTransparent(true) on the material and the engine takes care of the rest.
- 2
-
This scene is running at 140 FPS on a GEFOrce 1660, which means a fairly low-end card can do this at VR speeds. A better card will give much better performance.
-
7 hours ago, Alienhead said:
Really wanting to get my hands on Ultra Engine... all these screenshots
Note to self: make more screenshots.
-
I implemented a new FXAA shader from some code I found on ShaderToy, but it's slightly slower than just using 2X MSAA.
- 1
-
The image is offset half a texel in this shot, it's been fixed.
-
It's ray tracing with incomplete information.
-
The ray might be skipping a larger area than expected, but there will still be some area from that point of view that has no data.
-
6 hours ago, Genebris said:
Why is that part missing if everything is seemingly on the screen? Yellow wall texels are missing somehow?
It's not on the screen. It's hidden behind his leg.
-
@WSIYes. It's a nice program.
-
9 minutes ago, Genebris said:
If I have more than a couple lights and every model is rerendering multiple times. Going to tank GPU performance, isn't it?
I think that only happens in Goldman Sachs' game engine. We don't have those problems:
- 1
-
5 minutes ago, Genebris said:
Forward only? That could be a huge bottleneck.
How?
-
7 hours ago, Genebris said:
So you have lit transparent shaders now? Not like in Leadwerks?
Yes, Ultra is a forward renderer. You can have multiple layers of lit transparent surfaces.
-
You can get a lot more from https://www.polyhaven.com
- 1
-
I will add the material displacement map into the equation. Leadwerks does this: https://www.leadwerks.com/learn?page=Tutorials_Editor_Terrain
-
@klepto2Won't be hard to add.
- 1
-
22 minutes ago, Thirsty Panther said:
Can we have caves?
In time, but that will require a voxel-based terrain system.
- 1
-
Screen resolutions were lower back then.
-
App interface:
-
That is some very masterful level design. It's very interesting to see how things go from an empty shell to a scene that looks like there is a lot going on.
- 1
-
Are you using SSAO?
-
Actually, when you have a rougher surface the specular reflection naturally just becomes so broken up you can no longer see it.
PBR / VXRT comparison
in Screenshots
Posted
The "filling the room with light" kind of effect tends to happen mostly in the second bounce, I have found. Right now I am working with one bounce, because one thing at a time, but 2 bounces isn't too hard to add.