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Re: What are you working on?
[Re: sivan]
#460103
06/16/16 09:26
06/16/16 09:26
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
Expert
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Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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little bit of overkill here: realistic lightrays (/fog shadows) video...my gpu is on fire ;_;
POTATO-MAN saves the day! - Random
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Re: What are you working on?
[Re: Kartoffel]
#460106
06/16/16 10:50
06/16/16 10:50
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Joined: Jul 2008
Posts: 2,107 Germany
rayp
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X
Joined: Jul 2008
Posts: 2,107
Germany
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Already guessed this Check this out ...next gen Video games ^^ https://www.youtube.com/watch?v=p747PrxmZJ4
Last edited by rayp; 06/16/16 11:21.
Acknex umgibt uns...zwischen Dir, mir, dem Stein dort... "Hey Griswold ... where u gonna put a tree that big ?" 1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected rayp.flags |= UNTOUCHABLE;
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Re: What are you working on?
[Re: sivan]
#460109
06/16/16 11:21
06/16/16 11:21
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Joined: May 2009
Posts: 5,370 Caucasus
3run
Senior Expert
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Senior Expert
Joined: May 2009
Posts: 5,370
Caucasus
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Thank you for an idea, I already knew about such tools, and I even do own one. But thing is, that those tools are used for animating vector characters , and they aren't suitable for low res. pixelated animations. So no easy way for me, but it's fun anyway. Kartofel, that looks very nice! BTW it reminded me of the shader pipeline that was made by txesmi, take a look at this video: Ligths in the fog Best regards!
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Re: What are you working on?
[Re: 3run]
#460110
06/16/16 11:45
06/16/16 11:45
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
Expert
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Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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Kartofel, that looks very nice! BTW it reminded me of the shader pipeline that was made by txesmi, take a look at this video: Ligths in the fogcool stuff! Pretty sure he's using the same (or a very similar) method as me. But he most likely did some good optimizations. In my case it's kind of a bruteforce approach... the lightrays in the screenshot I've posted increase the sample count from 6-9 (light + shadow) to 206 (light + shadow + lightrays) samples per pixel ...per light ;_; That's why a single light at a 1600x900 resolution causes the framerate to crash down to 50-60 fps. On second thought, however, it should be waaay faster with some clever optimazations like using a lower resolution for the lightrays and adding dithering (greatly decreasing the sample count at the expense of some visual noise) I might play around with it a little more edit: haha
POTATO-MAN saves the day! - Random
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Re: What are you working on?
[Re: 3run]
#460113
06/16/16 12:14
06/16/16 12:14
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
Expert
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Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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maybe, yeah nope on that one. acknex's rendering is just horribly slow, and there's almost no flexibility so I can't really bypass this and do things my own way. On top of that, good old (antique) directx 9 is not only a bit slower than newer versions but I'm also missing a few features to improve performance...
POTATO-MAN saves the day! - Random
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