remiremedy [blu.knight]Join Date: 2003-11-18Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
<!--quoteo(post=1730394:date=Oct 2 2009, 09:31 PM:name=Zeno)--><div class='quotetop'>QUOTE (Zeno @ Oct 2 2009, 09:31 PM) <a href="index.php?act=findpost&pid=1730394"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And all this is repeated +-40 times a second? Wow Great work, Max.<!--QuoteEnd--></div><!--QuoteEEnd--> I sure hope it's not -40 fps.
Thanks for the info. Here is my question: Will you add support for Tesselation? Have a look at this (it's a German magazine, I know, just have a look at the pictures): <a href="http://www.pcgameshardware.de/aid,696093/DirectX-11-im-Bildvergleich-Das-bringt-Tessellation-in-Stalker-CoP-CMR-Dirt-2-Unigine-und-Aliens-vs-Predator/Grafikkarte/News/" target="_blank">http://www.pcgameshardware.de/aid,696093/D...afikkarte/News/</a>
The ones that most impressed me were the Stalker's gas mask which becomes a REAL circle and the rooftop, which goes from a flat joke to physically existing.
<!--quoteo(post=1730399:date=Oct 3 2009, 07:59 AM:name=Hamlet)--><div class='quotetop'>QUOTE (Hamlet @ Oct 3 2009, 07:59 AM) <a href="index.php?act=findpost&pid=1730399"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thanks for the info. Here is my question: Will you add support for Tesselation? Have a look at this (it's a German magazine, I know, just have a look at the pictures): <a href="http://www.pcgameshardware.de/aid,696093/DirectX-11-im-Bildvergleich-Das-bringt-Tessellation-in-Stalker-CoP-CMR-Dirt-2-Unigine-und-Aliens-vs-Predator/Grafikkarte/News/" target="_blank">http://www.pcgameshardware.de/aid,696093/D...afikkarte/News/</a>
The ones that most impressed me were the Stalker's gas mask which becomes a REAL circle and the rooftop, which goes from a flat joke to physically existing.<!--QuoteEnd--></div><!--QuoteEEnd--> Tessellation like that requires DX11 and dx11 cards (hd58xx, nvidia gt300). So if ns2 supports DX11 then it will probably support tessellation.
Damn that video almost excited me sexually. Had a go at building my own 3D game engine once (needless to say it wasn't very good) seeing the break down of the different rendering layers is enlightening now that I don't get much chance to read up on it what with work :'(. Great work Max!
<!--quoteo(post=1730404:date=Oct 3 2009, 09:22 AM:name=Onozki)--><div class='quotetop'>QUOTE (Onozki @ Oct 3 2009, 09:22 AM) <a href="index.php?act=findpost&pid=1730404"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Althought i dont get it at all, it looks superb! Why do i think, this game crossed the point for being able to be played in alpha while ago?<!--QuoteEnd--></div><!--QuoteEEnd-->
They have most likely passed the Alpha stage but won't release it just yet.
Nice to see some more behind-the-scenes videos being posted, the engine certainly is a good way to make some nice wallpapers :> Now to keep waiting for that first playtest :D
<!--quoteo(post=1730413:date=Oct 3 2009, 09:32 AM:name=lillbrorsan)--><div class='quotetop'>QUOTE (lillbrorsan @ Oct 3 2009, 09:32 AM) <a href="index.php?act=findpost&pid=1730413"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Now to keep waiting for that first playtest :D<!--QuoteEnd--></div><!--QuoteEEnd-->
So as I suspected the lighting and colour correction values were specific to the scene, literally showing the Marine character models in a 'better light' (see 0:27s for the subtle pointlights added in between the Marines to cast interesting orange rim lighting along their backs according to what looks like the <a href="http://www.3drender.com/light/3point.html" target="_blank">3-point lighting</a> scheme). I don't have a problem with that because every other game under the sun does this. It's just important that the viewers are aware that this scene has been slightly tweaked for demonstration purposes.
I am impressed at the atmospheric effects and hadn't heard of a Gloss map before.
-WildCat-Cape Town, South AfricaJoin Date: 2008-07-19Member: 64664Members, Reinforced - Shadow
Awesome! I love this sort of tech video. The Ambient Occlusion is subtle but really adds an a huge amount to the scene.
One thing I noticed is that the level designer appears to have left a gap between two of the meshes that make up the wall behind the marines. It's clearly visible in the video when the Atmosphere pass is applied.
<!--quoteo(post=1730491:date=Oct 3 2009, 03:54 PM:name=valkiuz)--><div class='quotetop'>QUOTE (valkiuz @ Oct 3 2009, 03:54 PM) <a href="index.php?act=findpost&pid=1730491"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->can somebody also post it up on a different website? coz youtube got blocked here.... (in china)
thanks<!--QuoteEnd--></div><!--QuoteEEnd-->
If someone else have the same problem: <a href="http://www.storage.to/get/zF2yXQyL/Anatomy%20of%20a%20Scene.mp4" target="_blank">http://www.storage.to/get/zF2yXQyL/Anatomy...20a%20Scene.mp4</a>
I'm really really <b>really</b> impressed by how good the engine seems. I guess I should have expected it with Max being some kind of coding wunderkind, though.
<!--quoteo(post=1730665:date=Oct 4 2009, 04:56 PM:name=dux)--><div class='quotetop'>QUOTE (dux @ Oct 4 2009, 04:56 PM) <a href="index.php?act=findpost&pid=1730665"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Oh it does work. My maps are nice and shiny.<!--QuoteEnd--></div><!--QuoteEEnd-->
Dont worry, we'll make sure they dont stay shiny for very long :D
remiremedy [blu.knight]Join Date: 2003-11-18Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
edited October 2009
<!--quoteo(post=1730428:date=Oct 3 2009, 03:14 AM:name=Crispy)--><div class='quotetop'>QUOTE (Crispy @ Oct 3 2009, 03:14 AM) <a href="index.php?act=findpost&pid=1730428"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So as I suspected the lighting and colour correction values were specific to the scene<!--QuoteEnd--></div><!--QuoteEEnd-->
Do you have a source that actually says the color correction values were specifically tailored for this shot?
They would need the color grading step in their engine, not just for this scene, or the atmosphere effects would make everything washed out. As a result, I don't think that it was specifically tailored for this scene, but instead is just part of their rendering pipeline. I also imagine the same color correction curve would work throughout the game as the lighting will always be calculated the same way, which is also why I don't think it is specific to this scene.
Comments
Great work, Max.<!--QuoteEnd--></div><!--QuoteEEnd-->
I sure hope it's not -40 fps.
you guys are nuts - anything below 60fps is unplayable
Here is my question: Will you add support for Tesselation?
Have a look at this (it's a German magazine, I know, just have a look at the pictures):
<a href="http://www.pcgameshardware.de/aid,696093/DirectX-11-im-Bildvergleich-Das-bringt-Tessellation-in-Stalker-CoP-CMR-Dirt-2-Unigine-und-Aliens-vs-Predator/Grafikkarte/News/" target="_blank">http://www.pcgameshardware.de/aid,696093/D...afikkarte/News/</a>
The ones that most impressed me were the Stalker's gas mask which becomes a REAL circle and the rooftop, which goes from a flat joke to physically existing.
Here is my question: Will you add support for Tesselation?
Have a look at this (it's a German magazine, I know, just have a look at the pictures):
<a href="http://www.pcgameshardware.de/aid,696093/DirectX-11-im-Bildvergleich-Das-bringt-Tessellation-in-Stalker-CoP-CMR-Dirt-2-Unigine-und-Aliens-vs-Predator/Grafikkarte/News/" target="_blank">http://www.pcgameshardware.de/aid,696093/D...afikkarte/News/</a>
The ones that most impressed me were the Stalker's gas mask which becomes a REAL circle and the rooftop, which goes from a flat joke to physically existing.<!--QuoteEnd--></div><!--QuoteEEnd-->
Tessellation like that requires DX11 and dx11 cards (hd58xx, nvidia gt300). So if ns2 supports DX11 then it will probably support tessellation.
Why do i think, this game crossed the point for being able to be played in alpha while ago?
Nice vid, but i expected more.
Why do i think, this game crossed the point for being able to be played in alpha while ago?<!--QuoteEnd--></div><!--QuoteEEnd-->
They have most likely passed the Alpha stage but won't release it just yet.
Because everything is part of the plan.
Now to keep waiting for that first playtest :D
*sigh* I wish more people could be like this guy.
I am impressed at the atmospheric effects and hadn't heard of a Gloss map before.
A note on the lighting, is the engine using Deferred shading?
One thing I noticed is that the level designer appears to have left a gap between two of the meshes that make up the wall behind the marines. It's clearly visible in the video when the Atmosphere pass is applied.
coz youtube got blocked here.... (in china)
thanks
it would be nice to see how they move though!
coz youtube got blocked here.... (in china)
thanks<!--QuoteEnd--></div><!--QuoteEEnd-->
If someone else have the same problem:
<a href="http://www.storage.to/get/zF2yXQyL/Anatomy%20of%20a%20Scene.mp4" target="_blank">http://www.storage.to/get/zF2yXQyL/Anatomy...20a%20Scene.mp4</a>
Download and see it on your own computer.
A few questions
"Lighting – To determine how bright each pixel in the final image will be, the rendering engine computes a number of lighting passes."
So I'm guessing your guys are doing pass per light?
"Shadow maps are also used to determine which parts of the scene should be in shadow, although not every light casts a shadow for efficiency."
So you do some kinda of occlusion query with the lights to make sure they won't bleed through the walls but dont't actually draw the shadow map?
Can you share any details on that?
I'm guessing SSAO can be turned off for folks with slower machines?
Dont worry, we'll make sure they dont stay shiny for very long :D
Do you have a source that actually says the color correction values were specifically tailored for this shot?
They would need the color grading step in their engine, not just for this scene, or the atmosphere effects would make everything washed out. As a result, I don't think that it was specifically tailored for this scene, but instead is just part of their rendering pipeline. I also imagine the same color correction curve would work throughout the game as the lighting will always be calculated the same way, which is also why I don't think it is specific to this scene.