I don't know how many beyond3d folks voted but "The Black Parade" won Moddb's "Mod of the Year" contest:
https://www.moddb.com/groups/2023-mod-of-the-year-awards/features/players-choice-mod-of-the-year-2023
Thank you!
Thank you!
The Black Parade is now in the Moddb Top 100 list for Mod of the Year!!!
Please vote in the final "champions round" so we have a chance to win the overall contest:
https://www.moddb.com/mods/thief-the-black-parade
THE BLACK PARADE, AN UNOFFICIAL EXPANSION FOR THIEF GOLD
by Feuillade Industries
It is finally here! After 7-ish years of development, The Black Parade is finally released. So, what awaits you in this campaign?
- 10 huge, open-ended and meticulously crafted missions with varied themes packed...
To fulfill a longstanding community request, (after much acrimony) The Dark Mod now has a Greenlight page:
http://steamcommunity.com/sharedfiles/filedetails/?id=858048394
Please feel free to visit and vote if you wish The Dark Mod to be a permanent resident on the Steam platform.
Thanks!
Awesome update!
With the news that AMD will have Tile Based Raster and Nvidia already (secretly) had it since Maxwell, it seems that PowerVR basically mapped out the future
and this is probably another area where the big two will catch-up eventually.
Ack. I need to wait for my coffee to work before posting :D
This wont work because we need the 2D region center and need to make 2D silhouettes of
the 3D projection silhouettes. Without a-priori knowledge of how the translation will look, there
would be no way to do that. :(
Thanks for the feedback. I had another possibly silly thought...
1) Render the Volume surface projection center as a single pixel value
2) Render the volume surface silhouette to the stencil buffer as a pre-defined value
3) Use a 2D parser to quickly find the center pixels and fill to the...
Well you've mostly answered my question I guess. I was afraid that the coupling between the stencil buffer and depth buffer would
prevent any useful data manipulation methods.
My assumed implementation would be:
1) Determine volume bounds, clip, etc
2) render depth pass \ depth fail (etc)...
Has anyone played with doing random sampling distribution in stencil shadow volumes to reduce the fillrate costs (akin to SSAO random sampling algorithms)?
Has anyone recently tried Penumbra Wedge volumes recently?
I think C4 engine dropped these recently but they had a pretty robust implementation with plenty of
depth testing, scissoring, culling, etc.
Any newer or similar techniques out there?
http://blog.imgtec.com/powervr-developers/powervr-gr6500-ray-tracing
I was quite shocked to see that you guys don't have a thread about this since PowerVR was all the rage in GPU speculation back in the SM2.0/3.0 era.
Does this look like a promising development?
Please vote for The Dark Mod in Moddb's "Mod of the Year 2013" contest:
http://www.moddb.com/mods/the-dark-mod
(Note: Only registered user votes count so please sign-up if you haven't done so already.)
Thanks!