GameDev Pulse
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Michael Khaimzon, who worked on Far Cry and Crysis, shared that they were unable to make realistic light scattering in Far Cry, so they made a fake lighting texture for both sides of leaves.

#Rendering@GameDEV
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Anton Kaplanyan from Intel showcased and discussed their image denoising and rendering technologies:

https://community.intel.com/t5/Blogs/Tech-Innovation/Client/Visual-Efficiency-for-Intel-s-GPUs/post/1697911

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Bent Normals in Godot 4.5:

The first one is the new Bent Normals setup, the right one is without Bent Normals.

1. The new feature allows much better lighting with fairly cheap self-shadowing and no light leaking. It's still worse than RT, but much better than just Ambient Occlusion.

2. It's being used with AO, not as the replacement of it. Inside the shader I don't even have extra maps, I use Normal and AO + scaling to make Bent Normals.

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GameDev Pulse
Rage 2 is very and I mean very odd even if you compare it to other open world games. They took the shooting core from DOOM 2016, pulled a lot of legacy from the original Rage, and then dumped a lot of open world with vehicle focus on top of that. The map…
And since oddly enough, many of you have no idea what RAGE used to be in the first place: it's ID Tech pioneering on texture streaming:

Before it became a thing in all modern engines and APIs, John had to invent the wheel with MegaTextures project.

And the video is from... 2012

The technology failed due to disk drive requirements and stability on driver and hardware levels.

The uncompressed RAGE levels were over 300GB in size. And so the desired clarity was unreachable for the final game. But lessons were learned and soon all modern engines embraced texture streaming.

https://www.youtube.com/watch?v=BiQCz2NjPR8
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