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Posts posted by Genebris
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How much photorealism can we get without being rendering engineers? I think every modern renderer does linear color space + HDR + ACES color grading.
I understand there's no lightmapped or realtime GI at the moment, but you do have reflection probes. What are our options to do aimbient occlusion, which is essential for photorealism? I assume shader uses AO map for a model, any other way we can have AO on the environment?
If I drop a bunch of Megascans models, how close do I get to this render ?
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If I just delete any edge and recreate it the same way, it fixes shading. Can they be connected incorrectly somehow?
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How come it understands Ultra Engine API? I thought they included blender scripts and possibly documentation into training data set to make it write blender scripts. But now it can work in any environment?
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If views actually downgrade ranking then I would expect that at least only paid accounts count into that. It would be really dumb otherwise but who know.
By the way, I get no views on my store page, so at least they don't target me 😇
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Games are so cheap that gamers are limited by their time not by the money when choosing what to play. I myself have plenty of games and software in the library that I haven't started
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Real people also grab free games or even buy on sale and just never play
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3 hours ago, Josh said:
You could use decals to punch see-through holes in the sail.
In that case I had to use some data within a vertex (naturally vertex color) because the sail is doing cloth simulation and every vertex can move individually. Just placing a decal would result in hole staying in place while the cloth moves around. The mesh was also skinned as required for cloth simulation. Using some UV channel could be enough if they are easily editable in runtime and if you aren't limited to just 2 of them.
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You typically need second set for detail mapping. then there's third for lightmaps and fourth is also available usually.
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What do you mean Josh? Vertex color is used constantly to define material blending. Including in AAA. Just recently I made a system to create holes in the ship sails by vertex color in real time. All sorts of shader effects might need vertex color. And what if you need that on a skinned mesh? You can't just discard it.
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I think you can also rip texture from memory with RenderDoc
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You could display the texture on screen in Leadwerks and screenshot it. Then make a shader that outputs alpha as black and and white and screenshot that as well 🙃
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DOTS is really not that impressive. I've converted a scene of 20 000 static game objects to entities and it didn't increase my performance at all. Instead of these workarounds they really should've stopped clogging main thread with render, scripts, physics, culling, animations, UI, garbage collection, GI and a funny "other" category that nobody knows what does.
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Apparently it has a lot of things removed including printers and antivirus. And it's not an open source OS, it's just an open source patch. So I'm scared to try it myself.
I hate Windows 10 FPS but can't trust a random patch.
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CPU seems weak. But you can see performance of this on youtube and decide.
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Also verify files in Steam, this has helped me with games a couple times before.
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1 hour ago, Josh said:
"number" is a type in Lua, so I think that isn't a valid variable name.
Interestingly, it does work. In some online interpreter at least. I guess it's because variable doesn't have a type, only value has a type.
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46 minutes ago, SpiderPig said:
Looks great. Didn't know it was so easy to manipulate the bones of an animated model - can't wait to be able to do this.
No need to wait, you can already do this in Leadwerks. You do it in PostRender as far as I remember.
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The only part that I don't like is that Entity::SetInput still can't be used for regular physics object, only for this special hardcoded player controller, right? I don't think engine should have any understanding of "player" object. Because its understanding will always be limiting for us in some way.
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🥲
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Works on my Ninja GTX 1060 if that matters
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You are absolutely right that it's better to release now. I just know that they have some forms of VXGI in other engines including several third party open source plugins. So the idea must not be that bad. I personally wouldn't mid if light was propagating over time like water in Minecraft. But this feature is something that really can make your game stand out.
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So no realtime gi after all 😭
Next Steps...
in General Discussion
Posted
If you try to use dots for animated characters, you are going to have a fun time with their experimental dots animations system
My point is that their SRP batcher already solves most of the CPU side bottlenecks and DOTS isn't helping with anything other than heavy gameplay logic, but then you end up with terrible animations, no ucclusion culling and so on. That's what Cities Skylines struggled with.
They are adding new GPU resident drawer which is supposedly similar to DOTS hybrid renderer, which I have already tried with no benefit. Also, there is already progressive GC and I've never seen GC lags since it was added. GPU optimization is where the devil is, CPU is easy (from my Tech Art side).