How come games don't have effects like...

Grall

Invisible Member
Legend
THESE?

Almost every scene in this demo runs super smooth on my P4 @ 1.7 and (rather heavily overclocked) GF3 running quincunx AA + 4xAF, while today's games stutter badly and look far worse to boot. Especially the glow effects look really neat, how do they do that?

*G*
 
Fr-020 is ok, but I don't think it's their best work overall.

Fr-08 is still the best thing they've done in my opinion (it was pretty groundbreaking when it was first released.)

I just picked up FR-025 today which strikes me as a cool and fun demo. Beautifully put together and really visually attractive. Love the dancing guy.

http://www.scene.org/tips.php
 
Humus said:
Demo developers = Teh r0x0r!
Game developers = Teh sux0r!

That oughta explain it. :p
I never thought I'd see the day when 1337 transgressed over to B3D..... :oops:
 
Humus said:
Demo developers = Teh r0x0r!
Game developers = Teh sux0r!

That oughta explain it. :p

No Humus, how the heck did they do those glows??? :D

Hehe, you of all guys should be able to pick those effects apart I think, it's not even a DX8 effect for gosh's sakes, they did it with standard 3D hardware and it looks SWEEEEEET!

Anyway, who has all of Farb's demos? Their website doesn't feature all for some reason. :(


*G*
 
Haven't seen the demo, but IMO one difference is that game developers actually have to code a game engine and work with a game scene, while demo coders don't, and can dedicate time to effects. In a game, the effects come last.
 
This (and many other demos) run in 640x480, so fillrate is a non-issue.
This has just a few static object on screen. They are fairly high-poly, but many cards can handle a high poly-rate if it's static (and can fit in video mem). I don't know what you mean about "glow effect", but if it's the environment mapping, it can be done fairy well on a TNT with a few restrictions.

Non-descriptive graphics like this has the advantage above typical games that they aren't supposed to look like something special. So you aren't so critical about details, and things that are "wrong".

If you want the environment mapping in a game, you probably want it to mirror the actual world around it, instead of a static env-map that depends on camera position. And in addition to those shiny objects, you want a world around it with lots of details. And it should have a generic renderer, that works well with any scene you throw at it. Automatically culling lots of unseen geometry. And of course AI and physics.

There's simply a lot of things you can strip off when doing a demo. And you can in turn add stuff that increase the "hectic" feeling, but in a way that makes no sense in a game. (Fast flashing of objects, fullscreen fast scrolling textures.)


This probably sounded like I'm not impressed by the demoscene. That's wrong. I think it's very cool, and those in it realy master their art. But it follows different rules that a real-world-like game.
 
I don't know why I tried to run the demo on my radeon 64, but anyway :rolleyes:

demo.jpg


Could anyone be kind enough to post a screenshot of the demo with the proper hardware please :rolleyes:
 
Really ?
Damn, I sure don't understand what Art mean.... :rolleyes:
demo1.jpg


And I tough there were some missing textures, reflections and refractions everywhere...lol :LOL:
 
Likely, it looks that way for me too on my 9700. Maybe someone who have the proper glow effect would mind to post a screenshot?
 
That's kind of what it looked like on my Rage Mobility too. LOL! :LOL: I'm at the university right now, so I can't test it on my Radeon 9000 Pro until I get home.
 
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