Interesting 3D images and videos (Not necesarilly Irrlicht)
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
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- Posts: 363
- Joined: Thu Dec 16, 2010 8:50 pm
- Location: Somewhere in the clouds.. drinking pink lemonade and sunshine..
Unfortunately, i do not believe in higher power, not even when it's incorrectly spelled.
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
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- Posts: 1215
- Joined: Tue Jan 09, 2007 7:03 pm
- Location: Leuven, Belgium
A screenshot from a test-scene I did for checking performance on semi-huge maps in my engine
Using a deferred renderer (ditched general support for my forward renderer), hardware 2D rendering, SSGI and SSAO (which still need tweaking) and a lame screenspace water shader which still needs a lot of work (it's actually just volumetric fog right now)
Runs smoothly at 80-100 FPS with 34 active dynamic lights at a resolution of 1024x768
EDIT:
Same scene tonemapped and with a bloom shader added
This uses 64-bit HDR
Using a deferred renderer (ditched general support for my forward renderer), hardware 2D rendering, SSGI and SSAO (which still need tweaking) and a lame screenspace water shader which still needs a lot of work (it's actually just volumetric fog right now)
Runs smoothly at 80-100 FPS with 34 active dynamic lights at a resolution of 1024x768
EDIT:
Same scene tonemapped and with a bloom shader added
This uses 64-bit HDR
Last edited by Radikalizm on Wed Mar 16, 2011 7:37 pm, edited 1 time in total.
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- Posts: 363
- Joined: Thu Dec 16, 2010 8:50 pm
- Location: Somewhere in the clouds.. drinking pink lemonade and sunshine..
impressiveRadikalizm wrote:A screenshot from a test-scene I did for checking performance on semi-huge maps in my engine
Using a deferred renderer (ditched general support for my forward renderer), hardware 2D rendering, SSGI and SSAO (which still need tweaking) and a lame screenspace water shader which still needs a lot of work (it's actually just volumetric fog right now)
Runs smoothly at 80-100 FPS with 34 active dynamic lights at a resolution of 1024x768
Radikalizm wrote:A screenshot from a test-scene I did for checking performance on semi-huge maps in my engine
Using a deferred renderer (ditched general support for my forward renderer), hardware 2D rendering, SSGI and SSAO (which still need tweaking) and a lame screenspace water shader which still needs a lot of work (it's actually just volumetric fog right now)
Runs smoothly at 80-100 FPS with 34 active dynamic lights at a resolution of 1024x768
EDIT:
Same scene tonemapped and with a bloom shader added
This uses 64-bit HDR
That looks very sexy
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- Posts: 1215
- Joined: Tue Jan 09, 2007 7:03 pm
- Location: Leuven, Belgium
Thankspippy3 wrote:Radikalizm wrote:A screenshot from a test-scene I did for checking performance on semi-huge maps in my engine
Using a deferred renderer (ditched general support for my forward renderer), hardware 2D rendering, SSGI and SSAO (which still need tweaking) and a lame screenspace water shader which still needs a lot of work (it's actually just volumetric fog right now)
Runs smoothly at 80-100 FPS with 34 active dynamic lights at a resolution of 1024x768
EDIT:
Same scene tonemapped and with a bloom shader added
This uses 64-bit HDR
That looks very sexy
This engine has almost been in development for a year now, so I'm pretty proud of the result I'm able to get already
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- Joined: Thu Jan 06, 2011 9:12 am
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- Posts: 226
- Joined: Fri Aug 22, 2008 8:50 pm
- Contact:
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- Posts: 1215
- Joined: Tue Jan 09, 2007 7:03 pm
- Location: Leuven, Belgium
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- Posts: 1215
- Joined: Tue Jan 09, 2007 7:03 pm
- Location: Leuven, Belgium
For those interested, here's a flythrough of my test-scene
http://www.youtube.com/watch?v=jXaTtxjOMx4
http://www.youtube.com/watch?v=jXaTtxjOMx4
Looks niceRadikalizm wrote:For those interested, here's a flythrough of my test-scene
http://www.youtube.com/watch?v=jXaTtxjOMx4
What are those objects at 0:47? skybox?
Working on game: Marrbles (Currently stopped).
I don't think we will have videogames with CryEngine 3 for a long time and when they will come they will need incredible powerfully machines for running.
Junior Irrlicht Developer.
Real value in social networks is not about "increasing" number of followers, but about getting in touch with Amazing people.
- by Me
Real value in social networks is not about "increasing" number of followers, but about getting in touch with Amazing people.
- by Me