I recall posting a bunch of speculative threads on these forums around 15 years ago with the Cell architecture doing REYES with PS3.
Please... i don't want to see the R word... Ever. Again.
Whoever you are, you know who you are, you know what i'm talking about.
Hmmm...
HOS and HDR on RSX to get a 'football' looking like a real football similar to that image.
Perhaps some CELL post processing to get motion blur like on the feet of that footballer too...
Also, maybe physics aware tesallation to get some nice football/cloth simuations with CELL + RSX. Would be neat...maybe they'll include a geometry shader?
They'll adjust assets to fit.How will this affect a games total size of assets?
The whole demo is literally made with what looks like less than 15 assets all instanced and mixed & re-meshed together.They’ll maybe want to be doing instancing a fair bit to make the most (re)use of assets. For example, breaking down the statues to be built from smaller components would allow for some variation.
The whole demo is literally made with what looks like less than 15 assets all instanced and mixed & re-meshed together.
From the looks of it only a small portion of those are used in the demo (in conjuction with other scans from their other libraries). Which is how things have been done for years anyways. they are just using the high poly ones instead.https://quixel.com/megascans/collec...nt&category=natural&category=limestone-quarry
This is all the rocks assets they used for the demo
Epic have essentially turned the GPU into a glorified software renderer. About time!
Yeah it is shadow maps so it is just a bit overly sharp, (hand close to a bulb Light would produce a large diffuse shadow).Isn't that the shadow cast by the hand being below the light source?
Vindicated, as he adds it to Unity?So Lumen is essentially what Sebbi did in Claybook (Ray tracing SDF via compute among other things like VT etc). Wonder how he feels about it now (as Epic & Brian Karris desperately wanted to hire him).
The idea of going heavy on software rasterization makes me consider Sony and MS's respective approaches this time round.
In the Road to PS5 presentation, Mark Cerny talked about how "fast and narrow" was "the tide that raises all boats". But with compute based rasterization, wouldn't that leave fewer boats to raise? The hardware rasteriser, RBs, tessellation unit and to some extent the L1 (unlike the L0 and L2 it's described repeatedly as a "Graphics L1" in the RDNA whitepaper) would surely be of relatively lesser importance for this approach....?
We don't know how PS5 and XSX stack up in terms of ACEs and Command Processor sauce whatnots, but we do know XSX has both more compute and more bandwidth / Flop to feed it (terrible metric but it seems to get used a lot!) ... so perhaps, ironically, this demo would have been most at home on XSX.
... in which case Sony would have made a really canny move by signing this multiplatform engine demo (not even a game demo!) as a Sony promotional exclusive. Bravo! *tips fedora*