Screenshot of the Month September [Winner announced!]

Competitions for Irrlicht or 3D in general.
Irrlicht Screenshot of the Month: Winner for January, vote for February, submit for March

Vote for your favourite!

Poll ended at Wed Sep 30, 2009 4:19 pm

Escen - OverHeat
3
6%
Kysen - ZoE Clone
5
10%
m_krzywy - At the Water
2
4%
Seven - IrrEditor
0
No votes
sio2 - Quake3 BSP SceneNode
4
8%
Yoran - Realtime Dynamic Office
2
4%
Mel - KaoS in HDR
14
27%
wing64 - The Gully
9
18%
FuzzYspo0n - ShadowRacer
11
22%
devsh - God Rays
1
2%
 
Total votes: 51

wing64
Competition winner
Posts: 242
Joined: Wed Jul 23, 2008 2:35 am
Location: Thailand
Contact:

Post by wing64 »

The Gully.
1. Polycounts ~328,758.
2. Rendered on ATI Radeon HD 4760 and AMD Sempron 2600+. FPS is ~21.
3. Bloom, Water reflection and refraction, SSAO, PSSM, NormalMap and Phong shaders in this scene.
4. I discard default irrlicht render function (smgr->drawAll()) and use ShaderMgr for manage all render ,shaders FX and occlusion culling.

Image
Lil Margin
Posts: 212
Joined: Sun Jul 19, 2009 4:24 am
Location: Netherlands Antilles, Curacao

Post by Lil Margin »

wow that's just...pretty :shock:
Virion
Competition winner
Posts: 2148
Joined: Mon Dec 18, 2006 5:04 am

Post by Virion »

:shock: :shock: :shock: :shock:
B@z
Posts: 876
Joined: Thu Jan 31, 2008 5:05 pm
Location: Hungary

Post by B@z »

that won the competition. i think we can annonunce the winner.
Image
Image
DeM0nFiRe
Posts: 117
Joined: Thu Oct 16, 2008 11:59 pm

Post by DeM0nFiRe »

wing64 wrote:The Gully.
1. Polycounts ~328,758.
2. Rendered on ATI Radeon HD 4760 and AMD Sempron 2600+. FPS is ~21.
3. Bloom, Water reflection and refraction, SSAO, PSSM, NormalMap and Phong shaders in this scene.
4. I discard default irrlicht render function (smgr->drawAll()) and use ShaderMgr for manage all render ,shaders FX and occlusion culling.

Image
Lol, I saw that and my first reaction was "What the f***?"

That is crazy cool, man. I want to see this scene in motion, you should make a video as a supplement.
Ronin
Posts: 116
Joined: Wed Mar 03, 2004 6:23 pm
Location: Germany

Post by Ronin »

Wow, the screenshots are getting better from month to month. It's nice to see, what can be accomplished with the irrlicht engine.

Keep 'em coming! :D
YASS - Yet Another Space Shooter - www.yass-engine.de
m_krzywy
Posts: 133
Joined: Sat Nov 04, 2006 2:05 pm

Post by m_krzywy »

My first reaction was: why fps is so low. But the screen is nice :D
devsh
Competition winner
Posts: 2057
Joined: Tue Dec 09, 2008 6:00 pm
Location: UK
Contact:

Post by devsh »

yeah the fps is REALLY low for the complexity of the scene...
Mel
Competition winner
Posts: 2292
Joined: Wed May 07, 2008 11:40 am
Location: Granada, Spain

Post by Mel »

Maybe it is because the meshes are treated like Animated Meshes, and not as static objects? I think it could make a diference, I hope.

321.000 triangles with VBO may give better performance, i think.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
randomMesh
Posts: 1186
Joined: Fri Dec 29, 2006 12:04 am

Post by randomMesh »

Yes, there are a lot of things which could make the code run slower. Just think of not using constant references as parameters for methods, etc.
I'd really like to see the code and tweak it. :)

But nice work indeed. Now just add Sydney to the scene so i can believe you did that for yourself. ;)
"Whoops..."
FuzzYspo0N
Posts: 914
Joined: Fri Aug 03, 2007 12:43 pm
Location: South Africa
Contact:

Post by FuzzYspo0N »

oh pls dont ruin a good screenshot, lol
wing64
Competition winner
Posts: 242
Joined: Wed Jul 23, 2008 2:35 am
Location: Thailand
Contact:

Post by wing64 »

@DeM0nFiRe: If i have more time then i capture video to u. (Sorry my job very busy :cry: )
@Ronin and @FuzzYspo0N: Thanks.
@m_krzywy, @devsh, @Mel and @randomMesh: I think problem about low FPS because rendering once time have many processes ->
1. Rendering camera.
2. Rendering normalmap and phong shader.
3. Rendering PSSM with 1-4 depth map and render final shadowmap.
4. Rendering SSAO 4.1) Depth map 4.2) SSAO with 16x blur.
5. Rendering water reflection and refraction. This process will render 3 times i think fps is slow down in this.
6. Final rendering with screen fx.

Thanks for interested this screenie.
:D
DeM0nFiRe
Posts: 117
Joined: Thu Oct 16, 2008 11:59 pm

Post by DeM0nFiRe »

Haha, anyone else notice the screenshots stopped coming after wing64 posted his? XD
XXChester
Posts: 95
Joined: Thu Oct 04, 2007 5:41 pm
Location: Ontario, Canada

Post by XXChester »

Wing yet another awesome screen shot. I am not sure why people think that just because you are using an open source engine that you cannot create industry standard scenes. That being said I am a firm believer that you are creating your own work until I am shown evidence otherwise.

Keep up the good work everyone.
FuzzYspo0N
Posts: 914
Joined: Fri Aug 03, 2007 12:43 pm
Location: South Africa
Contact:

Post by FuzzYspo0N »

ill enter again for the sake of entering. Very bad texturing, simple lightmap and additive material, some minor bloom etc. It still looks pretty apparently so ill post it for the continuation of the entrants :P

Image

Would be cool too see more of that scene Wing64 (like to see the shadows and what not closer).
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