Only Useful For RT Engines.
#22691 posted by
Spiney on 2013/04/15 15:54:59
Using a similair lightmap layout to do edge marking for static shadow volumes. Would require compiler support etc...
Thinking About It Some More
#22692 posted by
Spiney on 2013/04/15 16:22:56
Probably wouldn't work since you'dd get discontinuities between lightmap and rt shadows due to blending and interpolation limits etc... Otherwise writing light indexes into lightmaps but then you need to worry about permutations and compression and it just turns into a shitfest lol.
Once you have shadowmaps anyway it's probably more temping to just slap some PCF on top and not bother with writing another complex subsystem. Probably why no product ever shipped with this.
But yeah, I just want games with faster shadow volumes :(
ROTT
The multiplayer gameplay looks very oldschool fast. Wish I had the machine to run it -
http://youtu.be/dWhsZAhfyqc
Hahaha
#22695 posted by
DaZ on 2013/04/18 15:38:07
but please, link the youtube vid in future. I hate giving kotaku traffic :(
http://www.youtube.com/watch?feature=player_embedded&v=Vxxnq5YAVHw
Zerbrechliche Klauen For Wolf3D (Released: Feb)
#22697 posted by
quakis on 2013/04/19 00:17:51
Don't think is worth making a big news post for this, unless others think otherwise. Back in Feburary this year, I released a 3 level Wolf3D project. For anyone interested, here's some screenshots and a download link. Enjoy!
Screenshot 1 Screenshot 2
Screenshot 3 Screenshot 4
Download
#22698 posted by
necros on 2013/04/19 01:55:28
you can make maps for wolf3d?????
No
#22699 posted by
than on 2013/04/19 03:02:39
It's an con! Get back to that Quake map you were working on!
To Be Honest...
If I was going to defect from Quake it'd be Doom or Unreal that I would run to and not Wolf... Funny stuff though, never knew you could make wolf maps either.
Trinca
#22702 posted by
negke on 2013/04/19 19:59:40
How do you pronounce "roulf"?
R.O.F.L
#22703 posted by
RickyT33 on 2013/04/19 21:47:48
Roll On Floor Laughing
R.O.U.L.F.
Roll On Neg|ke's Mum's Floor Mispelling Flame Bait
Brigade
#22704 posted by gb on 2013/04/19 22:47:06
Rendering looks similar to Cycles.
Very cool, but performance?
It Needs
#22705 posted by
ijed on 2013/04/20 04:27:37
A massive CPU behind it. Double that is half the noise time as it computes.
It's nothing feasible for the consumer market just yet, but in, say, 3 years, it'll be close to min spec. Assuming something better and faster isn't invented in the interim.
Brigade
#22707 posted by
Spiney on 2013/04/20 22:51:04
Could be wrong about all this, but afaik the raytracing is done on the GPU. I also wonder how well it handles fully dynamic scenes, I'm sure there's some kind of acceleration structure in place to speed up the rendering.
Also, this is low framerate, low resolution and low samples per pixel. You'dd need much more than twice the computing power. I think more on the order of 16 for it starts to be feasible (twice resolution = *4, twice the framerate = *2, half as much noise = *2).
A more likely road for future raytracing like solutions would probably be ray casting inside volumes like UE3 does, or do a dynamic unique virtual texturing that updates all the light data in texture space and uses rasterisation for rendering. That could be interesting as it also seems very well suited for a hybrid client/cloud gaming solution.
#22708 posted by gb on 2013/04/20 23:32:21
I could imagine some indie game actually making an art style out of the grainy rendering by intentionally limiting it. Before hardware catches up, that is.
#22709 posted by
- on 2013/04/21 00:57:21
GPUs aren't designed to handle raytracing. The GPU can be used to supplement the CPU, but there aren't any 'acceleration' features in place.
There are some custom 'RPUs' that have been made, but obviously they are not common consumer hardware.
http://en.wikipedia.org/wiki/Ray_Processing_Unit
How Fast Is The Quake Guy
#22711 posted by
SleepwalkR on 2013/04/21 21:56:30
in units / second? Does anyone know?
21:59:34 | <onetruepurple> 320
21:59:51 | <onetruepurple> voreballs are 240, except for skill 3 where they're 340 and will outrun the player
#22713 posted by
Spiney on 2013/04/22 00:46:42
Scampie: Yeah but... there's already GPU raytracing stuff all over the place? Might be technical stuff I don't get.
#22714 posted by
Spiney on 2013/04/22 00:49:10
I could imagine some indie game actually making an art style out of the grainy rendering by intentionally limiting it. Before hardware catches up, that is.
I sometimes wonder what if we had all the gpu power we have today but were stuck on 640*480 monitors. You could play some kid that lost his glasses, haha.
640*480
#22715 posted by
RickyT33 on 2013/04/22 00:51:49
Has to be the best resolution evar.
To me it will always be 'hi-res'.
The moment when games were nolonger blocky as a mutherfucker.