With the inception of PBR being the norm these days (and doing a pretty good job at mimicking reality I might add) I want to know, what's next? For example, I've seen more and more that VR is starting to get its claws into more full length titles (Fallout and Doom for example) vs titles that resemble more of a tech demo.…
Not talking about the baking but as it turns out it might be next GDC before full brigade is launched. I'm mixing various things though to be honest, what I was getting at with very fast noise free realtime right now is that you can do a hybrid renderer like what Imagination Tech have been doing for years with unity for…
But what is it that I don't understand? I've been playing video games for 20+ years. Why would someone like me, who clearly has a vested interest in game art production and will likely release his own game some day, want to lie or distort something that clearly affects me at the end of the day? If someone has the answer to…
I think seeing any real-time high fidelity stuff in the short term is going to be really cool. But I could see enthusiast hardware I think in 2-3 years at the ~$1000 mark. If you look back 5-ish years ago, which isn't an unheard of amount of time in game development, PBR was only just becoming a thing. Just a year or 2…
Raytracing in film started out on a similar path, so it makes sense games will too. I am just glad that raytracing is finally coming to realtime. I am so excited I am actually considering a Quadro GV100.
Next gen is absolutely not "all speculation". People who work every day with the current generation of consoles, and worked with the last gen, and sometimes even the generation before that, can make well-informed educated guesses about what we'll see in coming years.
I talked to allego a while back about this - i think they've got the rich data in the form of their massive substance graph libraries, it's not unfeasible that they could put something together that would recreate an input using nodes based on the library. Not necessarily appropriate as a make material button, but more to…
Closest thing to raytracing that is available right now is "voxel cone tracing", which is when you voxelise the scene (downgrade it to a blocky low resolution) and then trace that low-res version to get a nice approximation of light bounces, AO etc. For something quick that you can try right now, there's some live demos…
Whenever there is an technological advantage regarding rendering technologies, an artist will come along, sees what is possible and simply crams more details into the scene so the speed advantage goes down the toilet. Am I the only one who isn't impressed with these new buzzwords and hype? AI in games is still garbage, i…
Real time ray tracing definitely has a long way to go before it's ready for any type of gaming application, however generally reflections are generally as expensive as anything else in the scene, it comes down to how many light bounces each photon is given and such or at least that's my ape understanding of it. But I…