How about Global Illumination but fast?
https://www.youtube.com/watch?v=dmdyqzelBIY
#RTXoff@GameDEV
#GlobalIllumination@GameDEV
#Rendering@GameDEV
https://www.youtube.com/watch?v=dmdyqzelBIY
#RTXoff@GameDEV
#GlobalIllumination@GameDEV
#Rendering@GameDEV
YouTube
Global Illumination for Poor People | TurboGI Devlog
Links:
Website - https://www.zenteon.co/
ReShade Download - https://reshade.me/
Discord - https://discord.com/invite/Q9RKq3jjMM
Patreon - https://patreon.com/zenteon
Github - https://github.com/Zenteon/
00:00 - GPU Rant
00:57 - Technique Overview
01:36 …
Website - https://www.zenteon.co/
ReShade Download - https://reshade.me/
Discord - https://discord.com/invite/Q9RKq3jjMM
Patreon - https://patreon.com/zenteon
Github - https://github.com/Zenteon/
00:00 - GPU Rant
00:57 - Technique Overview
01:36 …
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Yet another Anvil Engine talk:
https://youtu.be/CcYq18bkvyU
#Ubisoft@GameDEV
#GameEngines@GameDEV
#Rendering@GameDEV
https://youtu.be/CcYq18bkvyU
#Ubisoft@GameDEV
#GameEngines@GameDEV
#Rendering@GameDEV
YouTube
REAC 2025 Anvil Rendering Architecture.
In this talk, we’ll present Anvil’s evolution into a centralized engine within a monorepo, powering multiple productions in a unified codebase. This structure introduces technical and organizational challenges, including modularization, shader complexity…
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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.
#GodotEngine@GameDEV
#Shaders@GameDEV
#Rendering@GameDEV
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.
#GodotEngine@GameDEV
#Shaders@GameDEV
#Rendering@GameDEV
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OG Doom Tested On High-End 1993 PC
https://www.youtube.com/watch?v=-cpITc1Rrlw
#Rendering@GameDEV
#RetroGames@GameDEV
https://www.youtube.com/watch?v=-cpITc1Rrlw
#Rendering@GameDEV
#RetroGames@GameDEV
YouTube
OG Doom Tested On High-End 1993 PC - How Well Did It Actually Run?
► Content Sponsored By Nvidia
► Watch the FULL Video Here: https://youtu.be/5AmgPEcopk8
► Support us on Patreon! https://bit.ly/3jEGjvx
► Digital Foundry YouTube: https://youtube.com/digitalfoundry
► Digital Foundry Merch: https://store.digitalfoundry.net…
► Watch the FULL Video Here: https://youtu.be/5AmgPEcopk8
► Support us on Patreon! https://bit.ly/3jEGjvx
► Digital Foundry YouTube: https://youtube.com/digitalfoundry
► Digital Foundry Merch: https://store.digitalfoundry.net…
❤1
Wait, do you know that Crytek just released a documentary:
https://www.youtube.com/watch?v=HxnHi6SltHk
#Crytek@GameDEV
#Documentaries@GameDEV
#Rendering@GameDEV
https://www.youtube.com/watch?v=HxnHi6SltHk
#Crytek@GameDEV
#Documentaries@GameDEV
#Rendering@GameDEV
YouTube
Our Story – Episode 1 – X-Isle: Dinosaur Island to Crysis
Watch this first episode for a behind-the-scenes look at the origins of X-Isle: Dinosaur Island, Far Cry, and the iconic phrase "Can it run Crysis?"
You’ll also be able to see previously unseen footage, explore early concept art, and delve deeper into…
You’ll also be able to see previously unseen footage, explore early concept art, and delve deeper into…
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GameDev Pulse
Wait, do you know that Crytek just released a documentary: https://www.youtube.com/watch?v=HxnHi6SltHk #Crytek@GameDEV #Documentaries@GameDEV #Rendering@GameDEV
Chapter 3!
https://www.youtube.com/watch?v=0d3IkrnIHbU
#Crytek@GameDEV
#Documentaries@GameDEV
#Rendering@GameDEV
https://www.youtube.com/watch?v=0d3IkrnIHbU
#Crytek@GameDEV
#Documentaries@GameDEV
#Rendering@GameDEV
YouTube
Our Story – Episode 3 – Tech Demos to Robinson: The Journey
The newest episode of our 25th anniversary documentary has dropped! Watch now as we talk about the challenges of taking on new heights in The Climb, as well as a behind-the-scenes look at Robinson: The Journey 🦖
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Some updates on RenderMan 27 from Pixar:
https://www.youtube.com/watch?v=SsVQJDsdLsU
#3DArt@GameDEV
#Rendering@GameDEV
https://www.youtube.com/watch?v=SsVQJDsdLsU
#3DArt@GameDEV
#Rendering@GameDEV
YouTube
RenderMan 27 - XPU: Faster, Better, Smarter - Dylan Sisson
At the latest SIGGRAPH in Vancouver, we talked with Dylan Sisson (Marketing Manager, Pixar Animation Studios @PixarsRenderMan @pixar ) right after the annual RenderMan showcase, The Art & Science Fair.
He shared insights on the long-awaited announcement…
He shared insights on the long-awaited announcement…
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GameDev Pulse
Since Techland were unable to finish RT in time, users recreated it from scraps in a cave: https://www.nexusmods.com/dyinglightthebeast/mods/438 #Modding@GameDEV
And here's the hint on WHY ray tracing has been delayed: the game has a more dynamic sky system, stuck in-between Dying Light 1 (fully dynamic) and Dying Light 2 (several pre-baked spots):
https://www.youtube.com/watch?v=Ye1Cc8mfNxs
#RTX@GameDEV
#Rendering@GameDEV
https://www.youtube.com/watch?v=Ye1Cc8mfNxs
#RTX@GameDEV
#Rendering@GameDEV
YouTube
Is The Dynamic Dying Light REALLY Back In The Beast?
Is it really true that Dying Light: The Beast has a dynamic day and night cycle?
Intro 0:00
Dying Light 2 Sun Was NOT Dynamic 0:26
Dying Light: The Beast Test 1:06
Do The Zombies Watch The Sunset? 2:36
Testing The Shadows 3:06
Verdict 3:39
Intro 0:00
Dying Light 2 Sun Was NOT Dynamic 0:26
Dying Light: The Beast Test 1:06
Do The Zombies Watch The Sunset? 2:36
Testing The Shadows 3:06
Verdict 3:39
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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
#Rendering@GameDEV
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
#Rendering@GameDEV
YouTube
Reset Button: Megatextures
Music can be found here:
http://www.jamendo.com/en/album/100284
http://www.jamendo.com/en/album/100284
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