Originally posted by dvd.kh
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NVIDIA GameWorks Integration
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Originally posted by DrifterGames View PostThanks for all the great work. I'm really looking forward to turf effects, a quick question: How practical is turf effects for large (really expansive) outdoor scenes? Normal grass planes are awful performance-wise, wondering how turf effects fares...
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Originally posted by Chesire View PostBecause it works for you doesn't necessarily mean it works for everyone else. You get that right? I am not getting stable results on animated Speedtrees. Obviously these produce moving shadows and when you have -example- a tree with a bush underneath it, with the bush hugging a wall, I can clearly see the AO and Colorbleed jumping allover the place. I've tested my *** off so please instead of telling me to tweak settings which is about as broad a comment as you can give, lets just assume for a moment that indeed I have read the documentation, know -to a certain extend- what I'm doing- and just see an issue I can't get rid of no matter how I try. I'll keep at this for sure but please show just a tad more respect to someone trying to achieve workable results as much as you are yourself.
A possible solution suggested in the GameDev forums was to perform some sort of voxel anti-aliasing, where the transparency of a voxel is dependent on the amount it is filled by the object. I have never been able to get this to work properly in my Opengl voxel cone tracing programming.
A solution that I have got to work to address this was to increase the detail of the mip-map filtering. i.e. at the moment, I believe that the color values are averaged over 2x2x2 voxels. Increasing this filtering to 3x3x3 voxels will make a noticeable improvement to the flickering/stuttering caused by dynamic objects.
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Originally posted by Aabs Inc. View PostCan I use the NVIDIA HairWorks in PS4, Xbox One and Mac?
--Mike
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Originally posted by Chesire View Post1)Just a wild guess but it doesn't look like this works particularly well with animated light sources and/or geometry right?
I'm trying to render a scene with some Speedtrees flickerfree but failing miserably
2)Also spotting quite a lot of little corners and tight-fit geometry where there's flickering when doing an animation (only camera moves).
I've tried various approaches but once a piece of geometry flickers, I find the only solution to get rid of it is to move the geometry slightly further apart.
No issue whilst testing but for production I reckon it's a huge no. Any pointers as to what to do and what to avoid?
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Originally posted by Aabs Inc. View PostDo Will also corresponds to the Mobile & Tablet in the future?
Required Geometry Shader(Android Extension Pack, etc...)?
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Originally posted by dvd.khHello Mike ... Howto solve the point light soft shadow problem? What happened?
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Originally posted by Mike.Skolones View PostIt really depends on the capabilities of the device. These features are appropriate primarily for a higher-end PC at this point; soon we may see mobile devices with sufficient capabilities, but your typical mobile device performs like an older mid-range PC at best.
I'm happy that we are finally advancing in graphical fidelity after so much time, so please don't ruin this by targeting mobile too
Anyways, I'm really looking forward to see more GameWorks coming out, a lot of the stuff looks so interesting. ^^
Greetings,
Dakraid
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