Hello Polycount! Frontwire Studios, the developer behind the much anticipated game, Galaxy in Turmoil, is currently looking to bring on a few more artists to help bring our vision to reality. About Frontwire Studios If you have not heard so already - we started off as a small fan based non-profit passion project (what a…
This is just a rant. I'm speaking from the fan & gamer's point of view, not as a dev. It slightly leans towards PC games. Remember back when Super Nintendo was in its prime? When you bought a game, you'd bring it home, plug it in, turn on your console and BAM! Playing the game in less than 30 seconds with no problems. It…
The Ryse team of Crytek Frankfurt is looking for unique talent to join our cohorts. If you think you have what it takes to stand shoulder to shoulder in the trenches with our centurions, come and help us expand the glory of Rome! Please visit this page to send your application.…
Yeah, I got it. I see almost same speed now after I did what you suggested. I rather try to make a simple repeating UV shift aka slope blur instead of kernel based blur filter. By replacing scale input into sort of a vector shift but for some uncertain reason I got something weird .