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vortxGE 2.0 progress : Bloom - GameDev.net (blog)

vortxGE 2.0 progress : Bloom
GameDev.net (blog)
Well this isn't quite right yet but here's the first attempt at Bloom.. No blur filter in shader yet, just liner scale by stretched textures and it looks shit :-) I'm hoping Gaussian blur will fix some slight flicker on very small highlights.

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Face-Off: Final Fantasy 13-2 - Eurogamer.net

Face-Off: Final Fantasy 13-2
Eurogamer.net
Final Fantasy 13-2 looks absolutely stunning in every other regard, with some impressive use of light shafts around characters and trees when looking up at Cocoon's glow, and spectacular bloom effects around the Oerba level in particular.

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vortxGE 2.0 : Lighting - GameDev.net (blog)

vortxGE 2.0 : Lighting
GameDev.net (blog)
Lighting updates include all colour setting sent to shaders now. and I now render a so called Luminance pass but this is done at the same time as the colour pass. I basiclly send any bright areas to the second buffer then add it over the top at comp ...

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The Darkness II: from comic to video game and beyond - ABC Technology and Games


ABC Technology and Games
The Darkness II: from comic to video game and beyond
ABC Technology and Games
If you have played any of the demos, you can look into a corner and see these little hash marks, like the pen shader you would see in a comic book. How do you mean hand-painted? I mean the artists went inch by inch through the game shading things.

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Real-time 'separable subsurface scattering' yields ultra-realistic videogame skin - Wired.co.uk

Real-time 'separable subsurface scattering' yields ultra-realistic videogame skin
Wired.co.uk
While you can't see through your hand, if you put a torch up to it then it'll glow through, and it's this process that SSS is trying to emulate. The technique has been used for some time at top animation studios like Pixar, but Jiminez has managed to ...

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Review: Star Wars The Old Republic (PC) - diehard gamefan


diehard gamefan
Review: Star Wars The Old Republic (PC)
diehard gamefan
For me it was Star Wars Knights of the Old Republic and Jak and Daxter a few years back, followed by the Mass Effect series and Uncharted this console generation, Dungeons and Dragons Online gave me a good solid two years, Guild Wars I'm still playing ...

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Trine 2: Exklusive technical interview - great art design meets amazing lighting - PC Games Hardware


PC Games Hardware
Trine 2: Exklusive technical interview - great art design meets amazing lighting
PC Games Hardware
We are using Depth of Field, screen space reflections, wrap lights (approximation of translucency), bloom and color corrections.We also support native stereoscopic rendering on PC. PCGH: The lighting and art design of Trine 2 is just amazing - so what ...

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Trine 2: Exklusives Technik-Interview mit Frozenbyte - Grandioses Art Design ... - PC Games Hardware


PC Games Hardware
Trine 2: Exklusives Technik-Interview mit Frozenbyte - Grandioses Art Design ...
PC Games Hardware
Im Vergleich zu einigen AAA-Spielen ist unsere Feature-Liste natürlich kleiner, dennoch nutzen wir Deph of Field (Tiefenunschärfe), Screen Space Reflections (Echtzeit-Reflektionen), Wrap Light (transluzente Lichtquellen), Bloom (Überstrahlung) und ...

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