Awesome, I'll inform the guys of the Next Generation Dynamic Content Management System we are implementing :D Internet posts are legally binding right?
The easy solution to this whole discussion is to use a content driven pipeline where you can build any shader with any combination of masks ..... Like ue3 :)
Oh, i goggled "envolution" and i get legitimate results like "Envolution is a content management system that began as a fork of PostNuke." that seem like you're talking about a real thing here, lol
I'd gladly kick out colored spec if that means we can have more content because of memory honestly. Colored spec is nice but most assets don't really need it. I think also having colored spec with a deferred renderer means that the framebuffer (or whatever its called) will take up alot more memory? This can be a big…
Obviously things are going to work differently at other studios. My post was simply written to clarify how we do things at Epic because there was a lot of assumptions made in previous posts. I understand that a company writing their own engine has to have a programmer write most of the shaders and things have to be planned…
Going back to many specific shaders vs a few generic ones and what Jordan and Spacemonkey say: Working with UT3 assets I'm always suprised to see that there are more specific shaders in use than I'd expect. I think almost every content package contains one or more? For stuff like characters there's big master shaders, but…
What i've been told, by the graphics programmers on dod/marmoset(and various other people) is this: Take a Single, uncompressed 24 bit image Save it as single channel, and it will be 1/2 the size Save it as a 3 channel compressed image, and it will be 1/4 the size Save it as a 4 channel(IE spec+gloss alpha)compressed image…
UE3 does not render passes of the full screen space to framebuffers independent of lighting and then recombine the images with lighting as a post-process effect, which is what most people mean when they refer to a deferred rendering game engine at this point. The primary advantage of a deferred lighting system is that it…
UT3 was a long time ago :) I'd like to think we get a little more creative with materials these days. Now we still use a lot of instancing but there are a lot of special purpose materials, like oh this enviro set is definitely going to have a lot of wood+Gold so I can make a material that uses 1 channel of an RGB mask and…