when there's 9months left of development, i really hope can get those "AO" ,"dynamic radiosity" etc into the game. does anyone know this is possible within that timeframe?
yes, they mentioned it in their PDF at the "to be implemented section"Are they going to add SSAO ?
ar cool, i guess they must been tweak their engine to have the SSAO in withiout major framerate drops. and i really dont know what "sperical harminics" means, but it's nice to have it there now and serving up the purpose of look good.They could bring SSAo in less than 2 week,but that radiosity thing is IMO related to the light probes (sperical harminics) for dynamic objects (characters) and are allready there.
ar cool, i guess they must been tweak their engine to have the SSAO in withiout major framerate drops.
and i really dont know what "sperical harminics" means, but it's nice to have it there now and serving up the purpose of look good.
As a post-process shader, it should go along just fine with the deferred shading.
If you have the time, there are a few GDC presentations from this year that do talk about spherical harmonics.
cool, i'll check that one out. hope it's not too complicated to understand.
Yeah, as good as this game looks, apparently some people have a need for it to look even better, more than it's possible - and I can't understand why...
But it's certain that there is some tech sharing going on within the SCE groups in Europe and in the US, so others can benefit from Guerilla's work.
wow, thats a long read and admited i couldnt understand much of those math but still thanks for digging it up buddy.This one's a long read, but it was meant to go alongside the GDC slides, so it's more in-depth.
Peter Pike Sloan - Stupid Spherical Harmonics Tricks
http://www.ppsloan.org/publications/StupidSH35.pdf
edit: well, it's "only" 25 pages of text and the rest are mathematics.
Smoke looks different - far simpler. Towards the end I see a clear few particles expanding and fading, which is unlike KZ's gradual diffusion.