@DarkChris92 You have a hell of a lot of talent, some game developer must of noticed you and hired you already. I mean, who wouldn't? I wouldn't be surprised if there were multiple developers trying to hire you at the same time.
"Approximating Dynamic Global Illumination in Image Space"
"The key observation described in this paper is, that screen-space occlusion methods can be used to compute many more types of effects than just occlusion, such as directional shadows and indirect color bleeding"
@Madasebrof I've seen those. But my technique is nothing that would be used instead of those. It actually improves their effectiveness. I should have chosen another name I guess. But it's not all that perfect, as I would have thought. The shader pipeline needs to be totally restructured rendering some of these techniques useless / ineffective.
@Madasebrof Here's an example: SSAO needs to be calculated before the actual lighting gets rendered since I need its information for my SCAO technique. But if I wanted to implement SSGI (Screen Space Global Illumination), I couldn't implemented it at the SSAO stage, since the information about the lighting isn't available at that moment. And doing it after the lighting got rendered, would mean that the graphics card would do unnecessary calculations.
@MarquesZero No, my unlimited engine has nothing to do with Unlimited Detail. It's just a game engine I'm programming that I'll also port over to the Playstation 3. And I can easily tell you that everything you can see in the video will easily run on the Playstation 3 as well. And since my SCAO technique is so efficient, I'm going to send it to a few development studios, so that they can implement it in upcoming games.
@GordonFreeMANness No, I haven't patented it. I'm wondering if I should, since it gets better every day. Now it's at a stage where the performance drop isn't actually noticeable anymore. It costs less than 1fps and is most of the times way better than standard AO.
Naja, das läuft ja alles auf der Grafikkarte, was so viel heißt wie, dass es kein direkter Einfluss auf den RAM und die CPU hat. Aber auch die Grafikkarte wird kaum belastet. Das läuft mit 300 FPS und ist vollkommen Echtzeit. Aber Danke :)
sorry, but... what exactly is ampient occlusion?
dtsprinkle1 1 month ago
Why isn't this the standard AO? The regular AO we have now doesn't do jack shit.
DriftLV1 3 months ago
SCAO with hard shadows would look great in TF2 :)
ValkriePie 3 months ago
@DarkChris92 You have a hell of a lot of talent, some game developer must of noticed you and hired you already. I mean, who wouldn't? I wouldn't be surprised if there were multiple developers trying to hire you at the same time.
TileWonder 6 months ago
this fucking music. diiiiiieeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee
gethsoftware 7 months ago
This has been flagged as spam show
Click the mute button while watching this
Zmed11 11 months ago
This has been flagged as spam show
jesus christ is way, truth, and life. follow him today
bass109 1 year ago
Great stuff! You might want to read this paper...
"Approximating Dynamic Global Illumination in Image Space"
"The key observation described in this paper is, that screen-space occlusion methods can be used to compute many more types of effects than just occlusion, such as directional shadows and indirect color bleeding"
Also, search for "Ambient Occlusion Volumes"...
Best of luck... drop me a note as you progress...
Madasebrof 1 year ago
@Madasebrof I've seen those. But my technique is nothing that would be used instead of those. It actually improves their effectiveness. I should have chosen another name I guess. But it's not all that perfect, as I would have thought. The shader pipeline needs to be totally restructured rendering some of these techniques useless / ineffective.
DarkChris92 1 year ago
@Madasebrof Here's an example: SSAO needs to be calculated before the actual lighting gets rendered since I need its information for my SCAO technique. But if I wanted to implement SSGI (Screen Space Global Illumination), I couldn't implemented it at the SSAO stage, since the information about the lighting isn't available at that moment. And doing it after the lighting got rendered, would mean that the graphics card would do unnecessary calculations.
DarkChris92 1 year ago
Why this song again?
Astrapogiannos14 1 year ago
@Astrapogiannos14 It's the first time I'm using it. I won't use it again ^^
DarkChris92 1 year ago
Only on Playstation 3 or you can do the same with the Xbox 360? Btw, great engine! o-o
MarquesZero 1 year ago
@MarquesZero Well, I only have a PS3. But it would theoretically possible to port it over to the XBox 360 as well. But I don't plan on doing that.
Note that this is only one of the effects the full engine will feature. And thx for liking it :)
DarkChris92 1 year ago
This use Unlimited Detail engine?
MarquesZero 1 year ago
@MarquesZero No, my unlimited engine has nothing to do with Unlimited Detail. It's just a game engine I'm programming that I'll also port over to the Playstation 3. And I can easily tell you that everything you can see in the video will easily run on the Playstation 3 as well. And since my SCAO technique is so efficient, I'm going to send it to a few development studios, so that they can implement it in upcoming games.
DarkChris92 1 year ago
@DarkChris92 SCAO? Shadow casting... Oh, I got it. So, have you already patented it or something?
GordonFreeMANness 1 year ago
@GordonFreeMANness No, I haven't patented it. I'm wondering if I should, since it gets better every day. Now it's at a stage where the performance drop isn't actually noticeable anymore. It costs less than 1fps and is most of the times way better than standard AO.
DarkChris92 1 year ago
@DarkChris92 You should.
DriftLV1 3 months ago
Chris,das ist echt gut geworden,finde deine Arbeit wirklich sehr interessant.
Diese Modele sehen ja wirklich gut aus,,und das mit 300FPS!
Empireend 1 year ago
Naja, das läuft ja alles auf der Grafikkarte, was so viel heißt wie, dass es kein direkter Einfluss auf den RAM und die CPU hat. Aber auch die Grafikkarte wird kaum belastet. Das läuft mit 300 FPS und ist vollkommen Echtzeit. Aber Danke :)
DarkChris92 1 year ago
Alter Chris, du hasts echt drauf xD Sieht saugeil aus. Braucht die Darstellung viel Speicher?
schaggel 1 year ago