Recent content by MJP

  1. M

    Visual differences between realtime and cutscene visuals

    Typically AI, physics, and other gameplay elements are run strictly on the CPU, not the GPU. So not having to do those things during a cutscene can free up CPU time, but generally won't give you more GPU time push higher graphical quality. In some cases having more CPU time can let you push more...
  2. M

    Visual differences between realtime and cutscene visuals

    There wasn't really any different "rendering mode" for cinematics in The Order, at least at the engine level. Our engine didn't even know if it was currently running a cinematic or gameplay. The main difference is that during a cinematic you know exactly where the camera and characters will be...
  3. M

    A comparison of motion blur implementations *spawn

    The "sharp edges" artifact happens because games track velocity per-pixel. So if a pixel has high velocity it gets blurred along the movement direction, if not the pixel remains untouched. So at object edges you will get a sharp transition from "really blurred" to "not blurred at all" for cases...
  4. M

    Direct3D feature levels discussion

    On my home PC I've been able to get entire programs up and running on SM6.0 running on my GTX 1070, but I haven't yet tried any of the new wave-level intrinsics. I also have a RX 460 in the same PC which reports that it supports SM6.0, however the driver crashes when creating a PSO containing...
  5. M

    How does motion blur in modern games work?

    Sure, as long as you're willing to render your scene N times per frame. :D Well, I don't know if I would call that "solved". Sure it may look better to use a pre-blurred wheel instead of relying on screen-space motion blur, but you get some of the standard issues associated with...
  6. M

    How does motion blur in modern games work?

    Even that isn't sufficient for a "perfect" implementation. You still wouldn't be able to handle cases where features that are occluded in your current frame, but weren't occluded for the entirety of the shutter period. As an example, take this image of real-world motion blur from a camera...
  7. M

    Questions about PS2

    I'm no Saturn expert, but after skimming some old Saturn development documents it doesn't seem like an unfair assessment. The only way it supported texturing was when rendering quads,and the texture (or portion of the a texture) had to be implicitly mapped to the 4 vertices of the quad (no UV...
  8. M

    Modern textureless deferred rendering techniques

    Yup, see Nvidia's Hybrid Ray Traced Shadows for a recent example.
  9. M

    A comparison of motion blur implementations *spawn

    Well thank you for the kind words guys. :) Anyhow, to get this back on topic...the actual motion blur algorithm was based on Morgan McGuire's work, with a few last-minute optimizations that were inspired by Jorge's presentation from SIGGRAPH. So there's not really anything particularly novel in...
  10. M

    A comparison of motion blur implementations *spawn

    Uhh, we're still around you know. ;-)
  11. M

    Dynamic framebuffer resolution

    It's just not something that's feasible for the OS to do, since the game's software is in control of almost everything on the GPU (particularly for console games, which may have arbitrary access to memory and command buffers). It could potentially require integration into every part of the...
  12. M

    Accurate human rendering in game [2014-2016]

    You can pre-compute the irradiance incident on the iris in such a way that you take into account refraction of light as it passes through the cornea, as well as sub-surface scattering that occurs in the iris. In order to reduce the dimensionality enough to fit the result in a 3D texture you need...
  13. M

    The Order: 1886

    The required functionality to do it has been available for a long time, but it hasn't been popular at all. This is probably due to the higher cost on PC. 3 years ago when I did lots of experimentation, every GPU I tried performed quite a bit worse with a custom resolve. It was especially bad on...
  14. M

    The Order: 1886

    Baking the direct contribution was optional for local lights. They usually didn't do it for the lights you'd see in gameplay areas, since for those you really want high-quality direct specular and dynamic shadows. They would also bake direct lighting if they used area lights, since we didn't...
  15. M

    Could PlayStation 4 breathe new life into Software Based Rendering?

    The course schedule is here. Alex is presenting in the first part of Advances in Real-Time Rendering. SIGGRAPH doesn't do live video feeds, unfortunately.
Back
Top