Recent content by jlippo

  1. J

    Movie Reviews 2.0

    Watched old and new Roadhouse. Old is superior in every way and was quite nice. Also saw French Kiss for the first time. A very nice movie and I can understand why it is one of the movies which some see repeatedly. Great cast and chemistry, gorgeous views of France and it constantly moves...
  2. J

    Unreal Engine 5, [UE5 Developer Availability 2022-04-05]

    They use software rasterizers to clusters which have polygons up to lenght of 32 pixels. Page 88 https://advances.realtimerendering.com/s2021/Karis_Nanite_SIGGRAPH_Advances_2021_final.pdf
  3. J

    Movie Reviews 2.0

    Nope. Will watch if I find it someday. Thanks for recommendation. :)
  4. J

    Movie Reviews 2.0

    Yup. Really nice to watch old good films once in a while.
  5. J

    Movie Reviews 2.0

    Watched Dune 2 and it was good. Then watched the Pentagram and it really wasn't good. Although IMDB score of under 3 did kind of suggest that. Then finally saw the 12 angry men. It's great.
  6. J

    The Complete List of PC Ray Traced Titles with Classification

    Tracing in games still has lot of limitations. Usually main view or first hit is rasterized. Traced world is simplified. Tracing depth is very shallow. In many cases transparent surfaces are not traced and thus no refractions with IoR. Tracing of volumetrics, scattering etc. Caustics. No...
  7. J

    Digital Foundry Article Technical Discussion [2024]

    They moved away from lightmaps due to impossible baking times and size. Pretty sure UE4 never got offical solution for indirect light or probe occlusion with dynamic lights. So they went from baking lots of lights, even some direct lighting to setting UE4 to fully dynamic and losing proper GI...
  8. J

    Digital Foundry Article Technical Discussion [2024]

    Pretty sure it has never been available for users, but it was demonstrated by NV for VRS and pretty sure intel has support as seen in their VRS presentation. (4x4 coarseness level.)
  9. J

    Digital Foundry Article Technical Discussion [2024]

    It uses MSAA hardware and nvidia has already shows demos to do just that. On NV hardware you have 16xMSAA mode, so you can also go from 2x2 coarse shading to 4xSSAA by will.(Or 4x4 coarse, or from native to 16xSSAA) In such case you setup the original/render buffer resolution to coarsest...
  10. J

    Digital Foundry Article Technical Discussion [2024]

    There were some years when effectines of MSAA samples were diminished due to tonemap from HDR to LDR. Took a while for developers to get decent quality again.
  11. J

    Unreal Engine 5, [UE5 Developer Availability 2022-04-05]

    Pretty sure the original didn't have GI. Just some ambient term and horrible SSAO.
  12. J

    Shimmering lines, common in menus, HUDs: Term for the artifact? And possible to "fix" with post-processing?

    Term is aliasing. Box edges are screenpixel aligned geometry and thus jump from pixel center to pixel center. All other lines are textures with bilinear filtering, which does blend area between texel center. This gives them ability to display subpixel movement. There are many solutions. Use...
  13. J

    Game development presentations - a useful reference

    A Gentle Introduction to ReSTIR Path Reuse in Real-Time Video of a presentation in supplemental section.
  14. J

    Game development presentations - a useful reference

    Dynamic diffuse global Illumination
  15. J

    Game development presentations - a useful reference

    Some strange things in that one. 16xSSAA certainly would be nice to have as common AA method..
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