dragonelite
Veteran
A new buzzword for the fanboys xD
I liked the Apex Clothing and the tesselated smoke.
They should use this awesome generator i saw on Realtime rendering blog a time ago.
http://www.ywing.net/graphicspaper.php
A new buzzword for the fanboys xD
I liked the Apex Clothing and the tesselated smoke.
Indeed, lol.You mean, like ' IBL ' ?
That's great. I wonder how many people we could fool using that xDThey should use this awesome generator i saw on Realtime rendering blog a time ago.
http://www.ywing.net/graphicspaper.php
Arghh.... "Arbitrary Culling of Shadow Maps using Non-linear Compression" was going to be my next paper!They should use this awesome generator i saw on Realtime rendering blog a time ago.
http://www.ywing.net/graphicspaper.php
Here's the YT: (OP updated as well)Does the trailer have a specific title? I can't view kotaku at work but I wouldn't mind checking the video out on Youtube. Thanks.
New Unreal Engine 3 trailer featuring some bits of Gears 3 and shows off its motion blur.
Here's the YT: (OP updated as well)
I suppose it's hard to say if they'll actually use their motion blur skinning for the retail game (there's some neat info about the cost towards the bottom of the page). I'll have to look over the available footage, but it'd be pretty hard to find a fast moving object in Gears of War in the first place.
The characters move pretty fast, I can imagine how slick it'd look while monkeying and sliding around in the multiplayer.
Well, maybe the player character will be moving fast enough on-screen (relative pixel speed), but nothing else really moves fast in the Gears universe aside from the Berserker. What I mean by fast is the relative on-screen speed, like the berserker zooming past your view and a player can't actually focus on it as a target for shooting.
We don't need no sense in games where aliens/monsters come from holes instead of sky.edit9000:
Besides, motion blur would only really make sense in a small area around the camera. At a certain distance, an object can be moving at the speed of sound and not need blur because it's in focus. It's not the object's absolute velocity, but the pixel velocity that matters...
We don't need no sense in games where aliens/monsters come from holes instead of sky.
*sigh*... the closer we get to realism... the more boring things start to look
Fair point. I guess it's the situation of the cosplay persons as much as anything. The same designs in a proper Hollywood movie in proper surrounds would (does) work. Still, Final Fantasy X as a live action move still doesn't sit well with me!I dunno, there are many movies that make a lot of strange stuff work. Some recent superhero stuff, LOTR on the fantasy front, Avatar...
I dunno, there are many movies that make a lot of strange stuff work. Some recent superhero stuff, LOTR on the fantasy front, Avatar... And nowadays game devs are regularly employing designers and artists from the same talent pool.
Granted, no movie is fully photorealistic, there's a lot of stylization in every one of them (except maybe the dogma stuff) but it's still built upon reality.