The same way crytek's SSAO turns their even lower frequency light propagation volumes (three cascades of a 32x32 grid around the camera) into something that truly fits in well with the scene. But I do believe adding a good HD SSDO solution there to complement their real time radiosity would have increased the lighting quality in that demo a good notch. Well, there is no actual "Ambient Occlusion" to speak of, but their voxel GI is naturally occludes their dynamic ambient light bounces, so you could say they do have some low frequency world space directional ambient occlusion. Again epic is using tessellation on things where artifacts end up more unnoticed. Seems like lights emmited by the particles have no effect on the GI solution right now.ĥ) Once again: most probably NVIDIA PhysX.Īs I said, that was a disappointment to me, but on another watching today, I think there might be some displacement mapping going on in the lava which seems to have true geometric features, so maybe there it is. You will also notice that ther's no AO (Ambiant Occlusion) at all in the demo. So no really Epic tech here it seems unfortunitelly. The other physics based effects where also done via PhysX according to Tim Swenney. First it's fairly apparent that what was shown was nothing more than NVIDIA's APEX Turbelence ( ) which was alreacy showcased at GDC 2012 in UE3. Just look closely at the frame buffer grabs provided by NVIDIA or even the first wireframe shots posted in the Wired unveiling article a few weeksago.Ģ) Indeed, texture quality is also surprisingly low.ģ) Jaggies are everywhere is you watch the firect feed video provided by NVIDIA (.MOV file on ) and the original non shopped screenshots.Ĥ) The particle system is all over the place IMO. Pretty cool if it's generalized and they can just drop a fluid in there like that.ġ) The polycount is shockingly low in this particular demo. The mass of them in the 'fire' element doesn't seem to be reflected in the lighting around the room to me.ĥ) How is that lava flow being handled? Looks like a pretty solid (not perfect but solid) fluid sim to me. The room with the 'ice' particles does turn blue but it's hard to say if that's light from the sphere that's generating them or the particles themselves. I've looked at this a few times and I can't really figure out if the particles are emitters in the GI solution. It's hard to say from a youtube video.Ĥ) Light emitting particles. Most likely MSAA but the shader aliasing looks solid as well. No jaggies visible to me in either video. There isn't a mind-blowing amount of texture detail here so its hard to say if there's any virtualized texture tech being used - at least nothing beyond ue3.ģ) AA. Obviously the mountains scream it and the main character's spikiness looks obvious, but are these displacement maps on conventional meshes? Are they using any higher order surfaces in general? It doesn't look like it to me.Ģ) Textures. Seems like a big deal to me.Īnyway, there are a few things here that haven't come up yet that I'm curious about people's impressions of:ġ) Tessellation. It's clever and efficient and now it's implemented in what's probably the most licensed game engine. I mean, the voxel cone tracing algorithm is awesome. I was kind of expecting more discussion here.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |