Yes, the quality would have to be significantly lowered to target such high framerates.
More artifacts, less detail, makes some techniques unviable entirely.
You're basically going two generations back in terms of graphical fidelity.
Latest Posts by Robin van Ee
And honestly, wasteful. A game running at 1440p60 will look significantly better than anything at 4K120.
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if it reaches you, you always pet the dog in games 🐶
I've seen these on ShaderToy. Very nice, and I think I'll be using them soon. I'll publish my Slang port as required.
I've noticed that Microsoft seems to be putting studios on multiple projects at once recently. Spreading the risk, rather than condensing it like the other big publishers are.
For my next game I want to try prototyping in an entirely different engine from what the game will be built in.
This should enforce a pure prototyping mindset. No polish- it'll be thrown away anyway.
a thing that makes game engines interesting is that the best engine for a game is one made exactly for it, but the best engine for prototyping and experimenting with a game is one that assumes as little as possible about it.
Yeah, these effects are basically TAA-derived. So motion vectors are crucial to them working correctly. Any transparent surfaces make them lose the plot.
But, with motion vectors they can sample real subpixel data over multiple frames (typically 32 IIRC). So it's not *just* drawing over a picture.
It's a real shame Nvidia has chosen this direction. Machine learning has proven a fantastic tool for dealing with the artifacts inherent to 3D rendering- aliasing, noise, shimmer, etc.
This is a big departure from that, and I hope AMD remains focused on serving as a cleanup pass.
This didn’t appeal to me at all until your recommendation and it kinda blew my socks off.
”looks just like baked lighting“ hurts haha.
Sure buddy, centimeter accurate light precision in an open world. We don’t all have a truckload of SSD’s.
Jesus this is insightful banger after banger.
Article titled "Giant Tyrannosaur Discovered in North America Is The Largest of Its Era" With a thumbnail of a living tyrannosaurus
I feel that for journalistic integrity they should have specified that it was a skeleton
Prior 2017, every game on Steam was handpicked either by Valve or the community. Most were made by professional developers, were in traditional genres, with slick graphics and marketing.
Today, publishing on Steam is accessible to everyone. Most of those 15,000 are not commercially viable games.
.NPCs. I don't care what the style guidelines say.
I don't see Series X/S gaining momentum this late in the generation, with prices this high. And hardly anyone wants a next-gen that's just the same thing with better graphics. They do need to try something new.
It's on my marketing list.
DuckDuckGo has an AI filter you can enable. It's not perfect but it does reduce them.
Ooh, like Valheim. That's nice.
It's pretty easy when you know color theory.
It's very optimized, but only for spherical rats in a vacuum.
Learned DX12 and Metal and started building an engine as a side project as I work towards shipping the Unity game.
Of course you can replace most of the engine and do it properly, but I feel like the cost of using Unity outweighs the benefit once you have to do that.
Unless you ship on mobile, that is. I wouldn't want to deal with Android support myself.
I felt like the engine wasn't really working for the kind of games I make. Few features scale to open world requirements. It was clear to see the hard limitations the engine imposes.
After the cancellation of the new terrain system, it became clear it wasn't going to improve.
They're dropping HDRP as well.
I'd have been gutted if I hadn't already given up on Unity becoming a good engine for bigger games.
One day we will be rid of FBX and the interchange problems it brings.
I have this scene, it's in .gltf. It was made in Godot. It imports into Blender, Unity, and my own engine without issue.
It's also available in FBX format and all three of these programs fail to import it properly.
Any non-trivial coding tests just act as a filter to purge good candidates on a bad day.
Game exec walks into a curry house.
“Make me a pizza?”
I don't think gamers even particularly care about the fidelity of assets, as long as it's coherent. High fidelity only makes it harder for things to hold up under scrutiny.
Imagine how much less criticism Bethesda would get for their animations if they didn't look like photorealistic skin puppets.