L. Scofield
Veteran
Yeah, should be internal reflection and chromatic aberration:
http://forum.beyond3d.com/showpost.php?p=1159201&postcount=35
Where did that piece of information came from?
Yeah, should be internal reflection and chromatic aberration:
http://forum.beyond3d.com/showpost.php?p=1159201&postcount=35
Where did that piece of information came from?
Bloom + Lens Reflection : 13.1% of 1 SPU (2.6% of 5 SPUs)
I once found this which was interesting. Dunno if anyone implemented it anywhere. :smile:
http://mynameismjp.wordpress.com/2009/12/15/more-post-processing-tricks-lens-flare/
These effects are still expensive for real-time rendering like games, but will hopefully be of practical use in the near future.
That's a 2003 work:
Should be able to find better examples today. More realistic, or real-time like in KZ2, or both.
What are you talking about? There's a downloadable demo right there.Not if they are not real time. It's useless to me.
What are you talking about? There's a downloadable demo right there.
What are you talking about? There's a downloadable demo right there.
Did I get it wrong again? What was my post saying?So it's nothing like Shifty's post says, lol.
The web page is outdated. ^_^
I noticed the download links, downloaded it on a Mac this afternoon but I didn't have Windows VM on that machine to test. Didn't bother to check later anyway because realistic lens flare is not what I'm looking for in KZ2 or even KZ3. The one in KZ2 is artistically chosen to match the KZ2 art style. IMHO, real-life lens flare is not very interesting usually.
If you play the game, you'd see that the colorful/fanciful/exaggerated lens flare complements the dull color scheme very well; and makes walking in Helghan feel like an outdoor exercise because the light and colors "dance" as I move around.
patsu said:Should be able to find better examples today. More realistic, or real-time like in KZ2, or both.
Did I get it wrong again? What was my post saying?
Yeah, I assume that nowadays the effect could be further optimized. And with the powah! of Cell it should be no problem to implement in current games xDThats quite impressive that based on the screenshots from him a 9700/9500 series ATI GPU from 2003 runs it at 640x480, 25-35fps with 4-16xMSAA. Though techdemo but considering hardware progress should be feasible in games nowdays.
EDIT: Interesting to see the flare effect. 1280x720, 8xMSAA, highest settings, 169tap bokeh DOF(aint that insane?) and fine at a constant 35-40fps on a standard 7900GT.
But then again, you said: blah..
Interesting to see the flare effect. 1280x720, 8xMSAA, highest settings, 169tap bokeh DOF(aint that insane?) and fine at a constant 35-40fps on a standard 7900GT.
Yeah, I assume that nowadays the effect could further optimised. And with the powah! of Cell it should be no problem to implement in current games xD
Indeed ! What's wrong with finding a more realistic or/and a real time version ? (considering that the outdated web page claimed it's non-real time).
I really do respect that. But it's apple and orange to compare to a console part.
e.g., Would it overheat in a console, specially a 2003 or earlier PC GPU part ?
In comparison, my Cell _and_ RSX folded non-stop for 9 months straight (first few months only Cell folded though). Can survive a suana.
Hell, it could run a full game like GoW3 (720p, 60fps, MLAA, complex geometry, and other effects and subsystems). Would be interesting to see what sacrifice KZ3 need to make to support stereoscopic 3D
If you're interested in tech demoes, then I supposed you can find some on RSX without RROD.
The techdemo heates the 7900GT far less than Furmark does, far less. Utilisation seems quite average on the GPU which might indicate it is quite unoptimised and since code is from 2003/2004...
Make it 30-60fps, MLAA, ~fairly complex geometry and you got a deal.
Explain the RROD part becouse I dont get it. Anyway lets relax a bit!
Unoptimized or not, it's a PC part and a tech demo. Wouldn't be an apple to apple comparison either way.
Xbox 1, DX8.The guy that created the RTHDRIBL demo created a LDR implementation of the effects and helped Bunkasha integrate it into Double S.T.E.A.L. 2. And if I recall correctly, the game ran at 720p, too.The tech is completly overkill.Try to put a full game behind that effect.
Specially in 2003.