8 months ago
9 months ago
What's a depth prime?
But, it also means that the input lag perceived by the player will actually be higher, since they also need to factor in display lag.
1 year ago
For those looking to learn a little more about the Frostbite team's approach to checkerboard rendering, there's a complete GDC presentation you can check out here
A graph of all rendering operations for the entire frame is a useful abstraction. The industry can move away from “immediate mode” DX11 style APIs to a higher level system that allows simpler code and efficient GPU utilization.
2 years ago
3 years ago
In UE4, lightmaps are meant to contain indirect (bounced) lighting only; setting light source mobility to "static" causes lightmaps affected by it to also include direct lighting, but it is an exceptional situation, not the default. Such lights are not even considered for dynamic lighting. This means that they don't have specular highlights. None at all. You can probably imagine how flat and uninteresting the game looked because of that.
Does this make Microsoft Sauron? And Phil Spencer the Witch King?
4 years ago
But to do so would be dishonest to the 12-year-old me who first played AVP in 1999
5 years ago
holy bedjezus... that looks like a boring game... where's the tension?
The big question is - if ambient occlusion affects light as it hits a surface based on the surface itself and adds a softening effect similar to ambient light, does this combined with the limited RGB of the XB1, mean that when AO is added to the X1 version, we'll see similar softening as is appearing in the PS4 version?
I'm no historian, but could someone enlighten me on this "recent evidence"?
Ultimately this generation of consoles are very similar and it will be fascinating to see which approach works well most consistently. The brute force approach Sony have taken or the efficient approach Microsoft have chosen.
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