Recent content by JoeJ

  1. J

    Discussion about lighting (usage of lighting techniques).

    Ah ok. Thought you meant doing it all at once. I remember they talked about manual work for tweaking lighting to look good, which then became redundant with the move to RT. Likely, by removing the tweaking, they also lost some benefits from that. I'm no lighting artist, but for artistic...
  2. J

    Discussion about lighting (usage of lighting techniques).

    The only technique which resolves shadows and GI at once is path tracing, which in it's classic form isn't efficient. For efficiency, we must use some form of radiance cache, which then is usually at a lower spatial resolution good enough for indirect lighting, but not good enough for HQ direct...
  3. J

    RDNA4

    Well, to approximate triangles at the 'same res', you would need infinite resolution. And the hit point does not tell you anything about material, so you need another data structure, requiring some form of point query (traversal) just to find that. But that's just me maybe. I think volume data...
  4. J

    RDNA4

    They also use BVH to cull occluded branches, at least that's my impression from skimming shader code. Probably they can do this similar to lod selection, probably by caching the cut and going up or down the hierarchy next frame to avoid / minimize a need for traversal. But my point is that the...
  5. J

    RDNA4

    SDF is fast because people use low res approximations. Splatting is eventually fast because it's rasterization from a single view, so comparing it to RT is apples vs. oranges. It's used to optimize / reduce the number of splats needed to represent the scene well enough. If we remove this...
  6. J

    Point light shadows work wrong, how can I debug it?

    Are you blind? Everyone can see the bug. But here, i give you a hint:
  7. J

    Real life examples of 'broken graphics'

    More cubes! They are everywhere, at any scale! Elon was right. The simulation theory is real! /:O\
  8. J

    Real life examples of 'broken graphics'

    Notch was inspired from this place maybe : )
  9. J

    Game development presentations - a useful reference

    https://lfranke.github.io/trips/ Sharper than Spherical Gaussians. Interesting method. They splat points bilinear to 2x2 pixels and two mips of a framebuffer pyramid. Larger points go to lower res mip levels, solving the holes problem. I use the exact same thing to generate my GI environment...
  10. J

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

    No. It just means the devs had higher priorities than fixing some pixel crawling in their GUI. Sorry if our attempts of explaining technical reasoning and potential improvements have failed on you. But if you don't like our stuff, you do not have to create mods for it.
  11. J

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

    Did not read the whole thread, but only now i see the gif animated anyway, indicating the problem is not really image quality but 'pixel snapping' under motion. It's not a bug. This is just in principle how rasterization works. A pixel is either inside the triangle or outside. (Same for...
  12. J

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

    Depends. Technical improvements are possible, but they can't solve the problem completely. As an artist you can only deal with those limits as good as possible, beside expecting only partial solutions from the tech side. A good example is to draw a horizontal line which is one pixel thick, but...
  13. J

    Do you think there will be a mid gen refresh console from Sony and Microsoft?

    I think the same. And some day some genius at Apple or Samsung will come up with the brilliant solution: Putting a fucking D-pad and some more buttons on the phones backside. They have 4 cameras, a fingerprint reader, and all this useless crap. On every phone. So why not actually something...
  14. J

    How does the path tracer know the light position and illumination in Wavefront .obj?

    Some confusion here, because not doing shadow rays (= next event estimation) does not miss direct lighting. Results are equivalent. Next event estimation is just a lot faster. I still recommend to start without optimizations, so you already have a reference image when adding the optimizations...
  15. J

    IMG CXT with PowerVR Photon ray tracing architecture

    Idk, guess milk has confused some thing.
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