Recent content by L. Scofield

  1. L

    Hardware gaussian blur?

    Enter Kawase's Bloom (slide 44): http://www.daionet.gr.jp/~masa/archives/GDC2004/GDC2004_PIoHDRR_EN.ppt Unity's open sourced bloom works like that: https://github.com/keijiro/KinoBloom You could also do the blur throughout several frames, like SotC's / ZOE2's bloom:
  2. L

    PS4 Pro Speculation (PS4K NEO Kaio-Ken-Kutaragi-Kaz Neo-san)

    Remember when PS4 was going to be a 1080p60fps Naughty Godz machine? Now you will have to buy a new console just to get 1080p :lol:
  3. L

    Influences of Favorite Console Religion on Game Perception (containment thread)

    Getting them out of the woodwork was easy :lol:
  4. L

    Influences of Favorite Console Religion on Game Perception (containment thread)

    It's what happens when you piss off Sony fanboys by not declaring a PS exclusive as the greatest accomplishment of mankind.
  5. L

    Uncharted 4: A Thief's End [PS4]

    They were also used very sparsely as it seems to be the case in this game as well.
  6. L

    Uncharted 4: A Thief's End [PS4]

    We know that the game supports volumetric spotlights. As you mention, that ray of light is alone so it could be very well a hand placed volumetric spotlight. ND artists are detail freaks after all.
  7. L

    CryEngine V

    "We are more than happy to announce that Film Engine, the successor of Crytek's Cinebox, is being premiered at ‪#‎fmx2016‬! Film Engine presents the Virtual Production Stage at FMX 2016, alongside its tech partners Ncam, OptiTrack, ARRI and AMD: attendees will be immersed shoulder to shoulder...
  8. L

    Uncharted 4: A Thief's End [PS4]

    The only way to know if they're not screen space shadows is if they work while looking away from the light source.
  9. L

    Uncharted 4: A Thief's End [PS4]

    No, only if you're looking away from the light source.
  10. L

    Game development presentations - a useful reference

    That seems reasonable. Hopefully they'll share the technique with studios not working on VR.
  11. L

    Uncharted 4: A Thief's End [PS4]

    LOD doesn't seem harsh when you look down at the immediate area but as soon as you look forward, things are different: http://abload.de/img/environments29qk9n.jpg That's just typical screen-space god rays. Finally a game other than BF is doing this.
  12. L

    Game development presentations - a useful reference

    Maybe fast enough for simple graphics. After all, they say their using the static cached version of the tech for The Heist.
  13. L

    A comparison of motion blur implementations *spawn

    I thought they had fixed the ghosting. That looks awful.
  14. L

    Influences of Favorite Console Religion on Game Perception (containment thread)

    You lost simply because what those economists were saying in no way refuted what Phil and I were arguing. That paper even included a list of reasons of why you are wrong lol. All I praised from QB is the lighting. Couldn't care less about the rest of the game. So good.
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