But how?


Radikalizm wrote:A screenshot from a test-scene I did for checking performance on semi-huge maps in my engine
Using a deferred renderer (ditched general support for my forward renderer), hardware 2D rendering, SSGI and SSAO (which still need tweaking) and a lame screenspace water shader which still needs a lot of work (it's actually just volumetric fog right now)
Runs smoothly at 80-100 FPS with 34 active dynamic lights at a resolution of 1024x768

Radikalizm wrote:A screenshot from a test-scene I did for checking performance on semi-huge maps in my engine
Using a deferred renderer (ditched general support for my forward renderer), hardware 2D rendering, SSGI and SSAO (which still need tweaking) and a lame screenspace water shader which still needs a lot of work (it's actually just volumetric fog right now)
Runs smoothly at 80-100 FPS with 34 active dynamic lights at a resolution of 1024x768
EDIT:
Same scene tonemapped and with a bloom shader added
This uses 64-bit HDR
pippy3 wrote:Radikalizm wrote:A screenshot from a test-scene I did for checking performance on semi-huge maps in my engine
Using a deferred renderer (ditched general support for my forward renderer), hardware 2D rendering, SSGI and SSAO (which still need tweaking) and a lame screenspace water shader which still needs a lot of work (it's actually just volumetric fog right now)
Runs smoothly at 80-100 FPS with 34 active dynamic lights at a resolution of 1024x768
EDIT:
Same scene tonemapped and with a bloom shader added
This uses 64-bit HDR
That looks very sexy
freetimecoder wrote:http://www.youtube.com/watch?v=XgS67BwPfFY&hd=1
soon can't be far away
Radikalizm wrote:For those interested, here's a flythrough of my test-scene
http://www.youtube.com/watch?v=jXaTtxjOMx4

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