Screenshot of the Month October 2010 [Winner Announced!]

Competitions for Irrlicht or 3D in general.
Irrlicht Screenshot of the Month: Winner for January, vote for February, submit for March

Best screenshot for October

Poll ended at Thu Nov 04, 2010 1:37 pm

Stefbuet - real motion blur
3
11%
Grumpymonkey
1
4%
Vinjn - CubeLogic, generative art.
8
29%
xDan - Unnamed Puzzle Game
9
32%
Wing64 - Godtower3
7
25%
 
Total votes: 28

Strong99
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Post by Strong99 »

grumpymonkey wrote:I changed my submission, hope thats allowed(look at my original post)
Thats no problem,

It looks like a monster from sesame street :P What is it exactly?
grumpymonkey
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Post by grumpymonkey »

Image
Luben
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Post by Luben »

grumpymonkey wrote:its my new game
Is that the next gen pokemon stadium, but without pokemons and such? :D
grumpymonkey
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Post by grumpymonkey »

people keep comparing it to pokemon >.<
its NOT pokemon
EDIT:
OR final fantasy... :P
Image
Lonesome Ducky
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Post by Lonesome Ducky »

OH MAN I LOVE POKEMON! :lol: But really, looks nice. I think the bloom might be a little overdone though
xDan
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Post by xDan »

It looks awesomely demented.. :lol:
wing64
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Post by wing64 »

Godtower3
Image
Some information about the scene ->
1. Scene made from ARSA Framework - Sandbox.
2. Deferred shader (1024x1024x2RT - albedo, normal&depth)
2.1 PSVSM - 2 splits with 1024x1024 RT.
2.2 SSAO - 16 samples.
2.3 Normalmap.
2.4 Blinn phong.
2.5 Turn on/off light object.
2.6 Particle fx with Alpha blending.
3. PostScreen fx.
3.1 HDR 64 bit.
3.2 Bloom.
4. PhysX control all object.
5. Triangles 355,000 FPS: 32 on i7-930, Ram 6 Gbs, ATI Radeon HD 4670 (if set RT = 512x512 FPS: 46).
and Thanks. :D
ps. No AA.
ACE247
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Post by ACE247 »

Only 32fps ? It could use some optimizing. Or does it scale very well.
Murloc992
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Post by Murloc992 »

Well the screen does not look as hi tech as the techniques(that BIGASS list) are, performance is dramatic for that PC specs. But overall it's nice, and kinda reminds graphics some years ago with low fps on kinda hi-end todays computer. :)
stefbuet
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Post by stefbuet »

@wing64:
Nice. But don't you have a polygon offset too big in your shadow mapping? Or maybe players are not touching the floor :P
grumpymonkey
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Post by grumpymonkey »

Yea it looks like they are floating. A higher res texture for the floor might help. otherwise good job
Image
wing64
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Post by wing64 »

First, Thanks for all comment.
Second, About low fps i'm not sure depend on deferred shader and i'm hope same you need make more than current fps. (but fps > 30 i'm happy)
Mel
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Post by Mel »

There the question would be: does this project really need the deferred rendering? Does it use more than 8 dynamic lights on your scenes, or you can't help but to use them?

Else, the forward rendering gives a better performance at high resolutions, or even, renders at higher resolutions at all and has antialiasing. And the rest of the characteristics listed can be present.

The only "drawback" is that you would have to figure how to draw the antialiased backbuffer into a rendertarget for the postprocessing.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
fmx

Post by fmx »

@wing64 that looks really nice!
You said total tri-count is 355K, approximately how many tris do each of the characters have?
They look very beefy, no less than 10K i imagine
wing64
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Post by wing64 »

@Mel: This project need deffered shader.
@fmx: U right, > 10k. :D
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