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Next-Gen PS5 & XSX |OT| Console tEch threaD

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VFXVeteran

Banned
These people have a will of their own to decide whether to stay or go? You speak for them? Man. I don't want to say something that goes against forum rules,.. so.. I'll say you should re-name your nickname to Ego.

I can't get into debates on a technical level with you, so I won't. I'll just say this... If you did leave, I wouldn't have trouble sleeping.

I worked with some of them before. It has nothing to do with ego.
 

Darklor01

Might need to stop sniffing glue
I worked with some of them before. It has nothing to do with ego.

You're implying that on your say-so, these people would leave this forum. That's kind of an Ego thing. I mean, my friends have their own minds and would leave IF THEY AGREED that a forum had become a toxic environment that was a complete waste of time. But, that's their say so. They would just be agreeing with my view, on their own.
It's something entirely different to be able to say.. I'll leave and take these people with me.
 

VFXVeteran

Banned
It’s been confirmed to be in-engine, real time DoF artifacts and all, though it’s almost certainly not an in-game cutscene but rather a target render.
I’m perhaps being optimistic but I fully expect ninja theory to deliver something similar to it, and I’d love to watch hellblade duking it out with the next god of war once both are revealed

Wow. Someone actually confirms what I've been told by the Producer... but the ever lord Vae_Victis Vae_Victis that tried to sum up all of my false statements must've just shit himself to be wrong. :messenger_tears_of_joy:
 
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JonnyMP3

Member
I didn't really care for the first Captain America Winter soldier was really good until the finale which was just a big CGI mess that I had that problem where you t keeps cutting the different characters you don't care about
Fair point.
And I counter you with The Amazing Spiderman 2. What a goddamn waste of a decent first film introduction to Andrew Garfield's take.
I mean who directed it?? Neil Druckmann??

(Sorry Neil. Just wanted to be meta)
 
Fair point.
And I counter you with The Amazing Spiderman 2. What a goddamn waste of a decent first film introduction to Andrew Garfield's take.
I mean who directed it?? Neil Druckmann??

(Sorry Neil. Just wanted to be meta)
Now I really like amazing Spider-Man 2 I mean yeah there's a lot wrong with it but I like a lot of things about it that Time square scene with electro that was great I like that music during the scene as well I think they did a great job with the chemistry between Garfield and Emma Stone and I think the ending with her hit the right note I mean yeah they cram too much stuff in there but when you look at it in terms of individual scenes the scenes are really good.
 


Lol at the man holding it tight with both hands across his chest. If we think that's bad (in a good way) just wait for the PS5. The funny thing about Europe is that consumers are so loyal to the brand. Here in the states people would be really tempted to get an Xbox if PS is not in stock or on the shelves. Too many dudebros of the COD/Madden/NBA2k type. In Europe that shit don't fly. PS or death.

6190.gif
 
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kyliethicc

Member
AD.5 They didn't buy Spiderman... They own Spiderman...
Do they own it or does Marvel? The IP is Marvel’s I thought, they probably just own the individual games they funded and Insomniac made. But Marvel probably controls Spider-Man as a game license. Although Sony Pictures does own the movie license for Spidey I think...
 

LucidFlux

Member
...destiny 2 that the thing that annoys me most about the game is the staggering of content which requires you to constantly check in so you don't miss things but if you stay too long you'll get bored.

I really hope Beyond Light takes big strides away from the current seasonal FOMO model. I've been on and off the game since the D1 beta but the current model is a deterrent to players like me who can't play it like a second job. I tend to game in bursts, but sometimes that means I miss a week or two. When I happen to have one of those rare days dedicated solely to gaming, I can only make so much progress due to time gates and as you mentioned the repetitiveness of the bounty farming checklist simulation gets incredibly boring.

It's a shame because the combat and gameplay loop are still up there with the best of them, but as a completionist I'd rather not play in it's current incarnation, especially when there are so many other great games out there.
 
I really hope Beyond Light takes big strides away from the current seasonal FOMO model. I've been on and off the game since the D1 beta but the current model is a deterrent to players like me who can't play it like a second job. I tend to game in bursts, but sometimes that means I miss a week or two. When I happen to have one of those rare days dedicated solely to gaming, I can only make so much progress due to time gates and as you mentioned the repetitiveness of the bounty farming checklist simulation gets incredibly boring.

It's a shame because the combat and gameplay loop are still up there with the best of them, but as a completionist I'd rather not play in it's current incarnation, especially when there are so many other great games out there.

I'm waiting for the Witch Queen. Got burned out.
 
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VFXVeteran

Banned
He's not the only person in here who has experience in the industry. As a former artist, more specifically a 3D artist, i can tell you that Horizon FW looks downright amazing. No one gives a shit about what tech or workflow goes into the graphics. As long as that shit looks good for the final product then so be it. This guy isnt an artist, he claims to be a graphics programmer. Ok, but when he said Assassins Creed animations are top of the industry above Naughty Dog, i fucking rolled my eyes and immediately knew this dude was spewing crap. I've worked with many artists, tech artists, programmers, etc. We all don't know everything. I've known amazing artists who could sculpt like a motherfucker but don't know their way around goddam substance painter or any software. And then there's programmers who are medicore in art but are great at what they do.

If that shit looks good then it looks good. You don't need a fucking so called 'expert' telling you. :messenger_weary::messenger_ok:

Excellent! Someone that works within the industry.

First, I never said HZ2 doesn't look good. If you love HZD1, why is stating that HZ2 is a revised version of it but has not shown any proof of next-gen features. RE7 has the same engine that RE Remake 2 and Remake 3 has and they look similar. Hell, AC Origins, Odyssey, and the new one look similar in look. Those aren't next-gen leaps from each other. Take a look at the FS2020 graphics settings and tell me that texture synthesis is NOT something new in the realtime world?

You say I'm not an artist and don't know what goes on in shaders:

Let's examine one scene in HZD2. The rock with the foliage. Is each grassblade actually casting small shadows of each other or is it using a low res proxy to approximate self-shadowing ? Is it using a SSS shader on it's blades or just using a reverse normal technique for backscattering (very efficient)? What would be the next-gen feature in rendering that grass to make it look so good?
 
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DrDamn

Member
Serious discussion, with Microsoft gamepass strategy, can their 1st party studios still make high budget high production value AAA games? Or cut back games production budget to make more mediocre games to sustain subscribers? How do you think? Compare to sony's traditional Strategy, which one is better?
Edit: which one is more sustainable?

Yes they can, but the generational switch needs to be managed in a different way, and goes some way to explaining the 2 years support for X1. You have a userbase of up to 10m subs on X1 paying you each month (not sure what the PC/Xbox split is there). You want to introduce a new console and support it with games. How do you justify putting hundreds of millions into next generation only games for launch when the people funding that with their subs are still on X1? Those 10m subs will take a while to switch to XSX and so you need to keep supporting them so they continue to subscribe.

For Sony they want to encourage people onto the new platform as soon as possible, so it makes sense for them to spend money on games which will encourage that transition.
 

kyliethicc

Member
As far as I know, it was Marvel who approached Sony to make a new Spiderman game, then Sony hired Insomniac to do the job.
Ok, interesting. I just wouldn’t be shocked if Sony or Microsoft wanted a console exclusive Batman or X-Men game or something like that. It might depend on who’s funding the game and who controls the IP, etc. I think it’s telling that we haven’t seen anything from Rocksteady or WB yet this summer. One of their games has gotta pop up at a PlayStation or Xbox event.
 

Games Dean

Member
An event on a weekend never happened before, and unless they have two events on Thursday 6th(headphones and PS), it's got to be either Friday or Monday, two weekdays usually not used by Sony too.
I could see it being on Wednesday or yes even on Thursday as well. The Sony Music event is at 11am est. The PS event likely wouldn't be until 3pm or 4pm est. I think it's fairly possible, they cater to different audiences.
 

JonnyMP3

Member
Now I really like amazing Spider-Man 2 I mean yeah there's a lot wrong with it but I like a lot of things about it that Time square scene with electro that was great I like that music during the scene as well I think they did a great job with the chemistry between Garfield and Emma Stone and I think the ending with her hit the right note I mean yeah they cram too much stuff in there but when you look at it in terms of individual scenes the scenes are really good.
Now let's agree to disagree. You have an opinion of TASM2. I respect that it's yours. I on the other hand, have the same opinion as most people that the film was a huge disappointment because it wanted to be dramatic but also action packed. It wants to explore the dynamics of him as Spider-Man and Peter Parker with his relationship with Gwen and real life, then throw in a sympathetic bad guy that became a bad guy purely by accident.
And as for messy CGI ending? Yeah Spider-Man could also be a contender. Scenes on their own looked great. The plot was 'WTF?'
I liked the 1st one and was looking forward to the 2nd but for me it was just... Confused.

But hey, each to their own. It's a film and everyone interprets it differently. But here's where we can show that despite having differing POVs, there can be civility on stuff we enjoy or didn't.
 
Now let's agree to disagree. You have an opinion of TASM2. I respect that it's yours. I on the other hand, have the same opinion as most people that the film was a huge disappointment because it wanted to be dramatic but also action packed. It wants to explore the dynamics of him as Spider-Man and Peter Parker with his relationship with Gwen and real life, then throw in a sympathetic bad guy that became a bad guy purely by accident.
And as for messy CGI ending? Yeah Spider-Man could also be a contender. Scenes on their own looked great. The plot was 'WTF?'
I liked the 1st one and was looking forward to the 2nd but for me it was just... Confused.

But hey, each to their own. It's a film and everyone interprets it differently. But here's where we can show that despite having differing POVs, there can be civility on stuff we enjoy or didn't.
You assumed I would be civil about this? How very foolish of you it will be pistols at dawn
 

Darklor01

Might need to stop sniffing glue
I've seen that before. Not IMDB or Wikipedia entry, post an actual resume.

Umm, not to defend him on his resume or credentials.. but.. I found articles by outside sources backing up his statement about his fx cred. The issue isn't a debate about his credentials, the issue is whether to blindly believe any person with tech credentials on their say so.

Let the games release and if the in game is about the same as the reveal, in-engine.. then .. that's the opportunity to shove it in their face.
 

kyliethicc

Member
It seems that Insomniac owns the rights to the Spider-man games currently... and Sony bought Insomniac.
Nah Sony always controlled that game, the IP, and funded it all. Or Marvel and Sony co-funded it. They essentially hired Insomniac to make it. Insomniac controlled almost no IPs. Microsoft owned Sunset Overdrive, but i think I read Insomniac bought it back from them. But Sony always owned Resistance and Ratchet etc.

Marvel licensed the game to Sony, hence the name: Marvel’s Spider-Man. And the giant Marvel logo when the game boots. Developers don’t own IP, publishers usually do because they fund the game. Like how Konami owns Metal Gear and Sony owns Death Stranding. Kojima owns no tech or games, he just makes games. That’s why when he left Konami he lost the Fox engine.
 

VFXVeteran

Banned
I've seen that before. Not IMDB or Wikipedia entry, post an actual resume.

Are you going to give me a job or something? :messenger_tears_of_joy:

COMPUTER SKILLS
 Programming Languages: C/C++11, C#, x86 Assembly, Java, and Python
 Operating Systems: Windows and Linux/Unix
 Applications: Maya, Unity, Unreal, Visual Studio IDE, Nsight Compute and GPU PerfStudio
 Graphics Skills: CUDA, OpenGL, DirectX, GLSL, OpenSceneGraph, VR/AR, HoloLens, Arnold, and
Renderman
ACHIEVEMENTS
 Primary Developer of the first shareware volumetric cloud plugin for Autodesk’s popular Maya 3D software
package. As a part of this achievement, Autodesk distributed this plugin on their Conductor’s CD at
SIGGRAPH99 to all developers. Samples of work was published in the 3rd Edition of Texturing & Modeling:
A Procedural Approach by David Ebert, Ken Perlin, Ken Musgrave, and Darwyn Peachey.
 Member of the Golden Key National Honor Society
EDUCATION
Game Institue, Online Oct 2016 – May 2017
 C# Programming
 3D Graphics and Game Engine Programming using OpenGL
 Game Mathematics
 Unity
University of Maryland Baltimore County, Baltimore, MD December 1999
 Bachelor of Science in Computer Science
Community College of the Air Force, Montgomery, AL
 Associate of Applied Science in Avionics Guidance and Control

EMPLOYMENT HISTORY
Lockheed Martin Missle & Fire Control, Grand Prarie, TX June 2017 – Present

Sr. Software Engineer (SECRET CLEARANCE)
Modeling/Simulation Framework (Missile Simulation Framework);
TacWarrior/Sceptre(OSGEarth realtime application);
HoloLens(AR/VR application R&D);
 Developer of Operational Flight Program (OFP) and Modeling and Simulation Framework (MSF)
for missile flight simulation using C++/CUDA.
 Helped develop MSF/OFP infrastructure using AGILE, Scrum and code reviews using confluence
 Primary Developer of TacScape/TacWarrior OpenGL realtime visualization
 Mentor of a small team of developers for C++ algorithms support with TTVS
 Developer of GLSL shaders for our custom realtime rendering software using OpenScenGraph
 Helped develop a test case of AR/VR application for the US military using Unity 3D
 Collaborate with teams to complete US Navy/Army contracts using flight planning software.

ReelFX Animation Studios, Dallas, TX Nov 2007 – Oct 2016
Sr. Software Engineer
Scooby-Doo (upcoming CG Animated Feature Film);Free Birds(CG Animated Feature Film); Book of Life (CG
Animated Feature Film); Looney Tunes Shorts (CG Animated Shorts);
 Primary Developer of all in-house shaders including various physically-based materials such as
hair, diffuse, specular, refraction, procedural textures, and procedural geometry.
 Researched and Developed various path tracing techniques such as importance sampling for
solving inherent noise issues as a result of using a path tracer/Monte Carlo rendering.
 Primary Developer on the Alembic Pipeline for Maya/Arnold.
 Software Lead for developing tools for our texture and lighting departments such as applications
rendering physically-based lighting and shading, as well as procedural phenomena like smoke,
terrain, and surfaces
 Designer/Implementor for the entire shader building pipeline using Arnold, Renderman and
Mental Ray

Walt Disney Feature Animation, Burbank, CA Jan 2005 – Aug 2007
Sr. Software Engineer
Chicken Little(CG Animated Feature Film); Meet the Robinsons (CG Animated Feature Film); Bolt (CG Animated
Feature Film)
 Primary owner, Developer and support of the FX volume renderer for creating special effects such as clouds,
smoke, fire, etc.
 Look development software supporter for tools such as TileTool, Render pipeline scripts, Lumiere for Maya,
and Cloth (Flattener) tools.
 Designer/Implementor for the entire shader building pipeline using Renderman.

Omation Studios, San Clemente, CA May 2004 – Dec 2004
R&D Programmer
The Barnyard (CG Animated Feature Film)
 Primary Author and Developer of the texture and lighting tools for development of shaders and
texture/lighting pipeline support for the 3d animated feature The Barnyard
 Troubleshot scenes that have rendering issues with Mental Ray in the XSI environment

PDI/Dreamworks, Redwood City, CA July 2003 – April 2004
FX Developer
Shrek 2 (CG Animated Feature Film)
 Developed a particle map tool for use in creating decals and designs on clothing, wet maps for the
appearence of water on skin, and projections of textures on surfaces.
 Implemented an extruding curve geometry tool for use in creating various procedural geometric objects like
vines, foliage, and hair. This allowed curve primatives to have actual uv surfaces for using displacement
mapping and texturing.
 Developed the fx_glitter tool that allowed the director to use any geometric primitive on any procedural
point on a curve. This tool was used for creating glitter in hair for a character in Shrek2.

ESC Entertainment, Alameda, CA April 2002 – June 2003
Color & Lighting TD - ShaderWriter
The Matrix: Reloaded (Feature Film); The Matrix: Revolutions (Feature Film)
 Primary Author and Developer of the entire procedural noise library for development of shaders for Matrix
Revolutions using Mental Ray’s API.
 Primary Developer and supporter of various VFX tools for Matrix Reloaded/Revolutions.
 Designer/Implementor of Mental->Maya shader conversion tool. This tool allowed the user to view
MentalRay shaders in Maya and switch back and forth between the two to bypass the process of exporting
shaders from Maya.

20th Century Fox/Blue Sky Studios, White Plains, NY Jan 2000 – Dec 2001
Production Programmer
Ice Age (CG Animated Feature Film)
 Co-Author and Co-Developer of Blue Sky Studio’s ConvertShader Tool for Maya.
 Designer/Implementor of the Maya Poser Tool for Animators/Riggers.
 

Nikana

Go Go Neo Rangers!
Are you going to give me a job or something? :messenger_tears_of_joy:

COMPUTER SKILLS
 Programming Languages: C/C++11, C#, x86 Assembly, Java, and Python
 Operating Systems: Windows and Linux/Unix
 Applications: Maya, Unity, Unreal, Visual Studio IDE, Nsight Compute and GPU PerfStudio
 Graphics Skills: CUDA, OpenGL, DirectX, GLSL, OpenSceneGraph, VR/AR, HoloLens, Arnold, and
Renderman
ACHIEVEMENTS
 Primary Developer of the first shareware volumetric cloud plugin for Autodesk’s popular Maya 3D software
package. As a part of this achievement, Autodesk distributed this plugin on their Conductor’s CD at
SIGGRAPH99 to all developers. Samples of work was published in the 3rd Edition of Texturing & Modeling:
A Procedural Approach by David Ebert, Ken Perlin, Ken Musgrave, and Darwyn Peachey.
 Member of the Golden Key National Honor Society
EDUCATION
Game Institue, Online Oct 2016 – May 2017
 C# Programming
 3D Graphics and Game Engine Programming using OpenGL
 Game Mathematics
 Unity
University of Maryland Baltimore County, Baltimore, MD December 1999
 Bachelor of Science in Computer Science
Community College of the Air Force, Montgomery, AL
 Associate of Applied Science in Avionics Guidance and Control

EMPLOYMENT HISTORY
Lockheed Martin Missle & Fire Control, Grand Prarie, TX June 2017 – Present

Sr. Software Engineer (SECRET CLEARANCE)
Modeling/Simulation Framework (Missile Simulation Framework);
TacWarrior/Sceptre(OSGEarth realtime application);
HoloLens(AR/VR application R&D);
 Developer of Operational Flight Program (OFP) and Modeling and Simulation Framework (MSF)
for missile flight simulation using C++/CUDA.
 Helped develop MSF/OFP infrastructure using AGILE, Scrum and code reviews using confluence
 Primary Developer of TacScape/TacWarrior OpenGL realtime visualization
 Mentor of a small team of developers for C++ algorithms support with TTVS
 Developer of GLSL shaders for our custom realtime rendering software using OpenScenGraph
 Helped develop a test case of AR/VR application for the US military using Unity 3D
 Collaborate with teams to complete US Navy/Army contracts using flight planning software.

ReelFX Animation Studios, Dallas, TX Nov 2007 – Oct 2016
Sr. Software Engineer
Scooby-Doo (upcoming CG Animated Feature Film);Free Birds(CG Animated Feature Film); Book of Life (CG
Animated Feature Film); Looney Tunes Shorts (CG Animated Shorts);
 Primary Developer of all in-house shaders including various physically-based materials such as
hair, diffuse, specular, refraction, procedural textures, and procedural geometry.
 Researched and Developed various path tracing techniques such as importance sampling for
solving inherent noise issues as a result of using a path tracer/Monte Carlo rendering.
 Primary Developer on the Alembic Pipeline for Maya/Arnold.
 Software Lead for developing tools for our texture and lighting departments such as applications
rendering physically-based lighting and shading, as well as procedural phenomena like smoke,
terrain, and surfaces
 Designer/Implementor for the entire shader building pipeline using Arnold, Renderman and
Mental Ray

Walt Disney Feature Animation, Burbank, CA Jan 2005 – Aug 2007
Sr. Software Engineer
Chicken Little(CG Animated Feature Film); Meet the Robinsons (CG Animated Feature Film); Bolt (CG Animated
Feature Film)
 Primary owner, Developer and support of the FX volume renderer for creating special effects such as clouds,
smoke, fire, etc.
 Look development software supporter for tools such as TileTool, Render pipeline scripts, Lumiere for Maya,
and Cloth (Flattener) tools.
 Designer/Implementor for the entire shader building pipeline using Renderman.

Omation Studios, San Clemente, CA May 2004 – Dec 2004
R&D Programmer
The Barnyard (CG Animated Feature Film)
 Primary Author and Developer of the texture and lighting tools for development of shaders and
texture/lighting pipeline support for the 3d animated feature The Barnyard
 Troubleshot scenes that have rendering issues with Mental Ray in the XSI environment

PDI/Dreamworks, Redwood City, CA July 2003 – April 2004
FX Developer
Shrek 2 (CG Animated Feature Film)
 Developed a particle map tool for use in creating decals and designs on clothing, wet maps for the
appearence of water on skin, and projections of textures on surfaces.
 Implemented an extruding curve geometry tool for use in creating various procedural geometric objects like
vines, foliage, and hair. This allowed curve primatives to have actual uv surfaces for using displacement
mapping and texturing.
 Developed the fx_glitter tool that allowed the director to use any geometric primitive on any procedural
point on a curve. This tool was used for creating glitter in hair for a character in Shrek2.

ESC Entertainment, Alameda, CA April 2002 – June 2003
Color & Lighting TD - ShaderWriter
The Matrix: Reloaded (Feature Film); The Matrix: Revolutions (Feature Film)
 Primary Author and Developer of the entire procedural noise library for development of shaders for Matrix
Revolutions using Mental Ray’s API.
 Primary Developer and supporter of various VFX tools for Matrix Reloaded/Revolutions.
 Designer/Implementor of Mental->Maya shader conversion tool. This tool allowed the user to view
MentalRay shaders in Maya and switch back and forth between the two to bypass the process of exporting
shaders from Maya.

20th Century Fox/Blue Sky Studios, White Plains, NY Jan 2000 – Dec 2001
Production Programmer
Ice Age (CG Animated Feature Film)
 Co-Author and Co-Developer of Blue Sky Studio’s ConvertShader Tool for Maya.
 Designer/Implementor of the Maya Poser Tool for Animators/Riggers.

Whelp. We now know where Filip Muicin will get his next resume.
 

JonnyMP3

Member
You assumed I would be civil about this? How very foolish of you it will be pistols at dawn
Oh good. Thank God!
Internally I was screaming so hard inside
"What sort of uncultured troglodyte thinks that The Amazing Spider-Man 2 is better than Captain America: The Winter Soldier? TASM2 watches like it was edited by someone blind. Being dropped on their head wouldn't even begin to explain such foolishness! Maybe if it happened multiple times."
:messenger_beaming:
 

Tripolygon

Banned
Are you going to give me a job or something? :messenger_tears_of_joy:

COMPUTER SKILLS
 Programming Languages: C/C++11, C#, x86 Assembly, Java, and Python
 Operating Systems: Windows and Linux/Unix
 Applications: Maya, Unity, Unreal, Visual Studio IDE, Nsight Compute and GPU PerfStudio
 Graphics Skills: CUDA, OpenGL, DirectX, GLSL, OpenSceneGraph, VR/AR, HoloLens, Arnold, and
Renderman
ACHIEVEMENTS
 Primary Developer of the first shareware volumetric cloud plugin for Autodesk’s popular Maya 3D software
package. As a part of this achievement, Autodesk distributed this plugin on their Conductor’s CD at
SIGGRAPH99 to all developers. Samples of work was published in the 3rd Edition of Texturing & Modeling:
A Procedural Approach by David Ebert, Ken Perlin, Ken Musgrave, and Darwyn Peachey.
 Member of the Golden Key National Honor Society
EDUCATION
Game Institue, Online Oct 2016 – May 2017
 C# Programming
 3D Graphics and Game Engine Programming using OpenGL
 Game Mathematics
 Unity
University of Maryland Baltimore County, Baltimore, MD December 1999
 Bachelor of Science in Computer Science
Community College of the Air Force, Montgomery, AL
 Associate of Applied Science in Avionics Guidance and Control

EMPLOYMENT HISTORY
Lockheed Martin Missle & Fire Control, Grand Prarie, TX June 2017 – Present

Sr. Software Engineer (SECRET CLEARANCE)
Modeling/Simulation Framework (Missile Simulation Framework);
TacWarrior/Sceptre(OSGEarth realtime application);
HoloLens(AR/VR application R&D);
 Developer of Operational Flight Program (OFP) and Modeling and Simulation Framework (MSF)
for missile flight simulation using C++/CUDA.
 Helped develop MSF/OFP infrastructure using AGILE, Scrum and code reviews using confluence
 Primary Developer of TacScape/TacWarrior OpenGL realtime visualization
 Mentor of a small team of developers for C++ algorithms support with TTVS
 Developer of GLSL shaders for our custom realtime rendering software using OpenScenGraph
 Helped develop a test case of AR/VR application for the US military using Unity 3D
 Collaborate with teams to complete US Navy/Army contracts using flight planning software.

ReelFX Animation Studios, Dallas, TX Nov 2007 – Oct 2016
Sr. Software Engineer
Scooby-Doo (upcoming CG Animated Feature Film);Free Birds(CG Animated Feature Film); Book of Life (CG
Animated Feature Film); Looney Tunes Shorts (CG Animated Shorts);
 Primary Developer of all in-house shaders including various physically-based materials such as
hair, diffuse, specular, refraction, procedural textures, and procedural geometry.
 Researched and Developed various path tracing techniques such as importance sampling for
solving inherent noise issues as a result of using a path tracer/Monte Carlo rendering.
 Primary Developer on the Alembic Pipeline for Maya/Arnold.
 Software Lead for developing tools for our texture and lighting departments such as applications
rendering physically-based lighting and shading, as well as procedural phenomena like smoke,
terrain, and surfaces
 Designer/Implementor for the entire shader building pipeline using Arnold, Renderman and
Mental Ray

Walt Disney Feature Animation, Burbank, CA Jan 2005 – Aug 2007
Sr. Software Engineer
Chicken Little(CG Animated Feature Film); Meet the Robinsons (CG Animated Feature Film); Bolt (CG Animated
Feature Film)
 Primary owner, Developer and support of the FX volume renderer for creating special effects such as clouds,
smoke, fire, etc.
 Look development software supporter for tools such as TileTool, Render pipeline scripts, Lumiere for Maya,
and Cloth (Flattener) tools.
 Designer/Implementor for the entire shader building pipeline using Renderman.

Omation Studios, San Clemente, CA May 2004 – Dec 2004
R&D Programmer
The Barnyard (CG Animated Feature Film)
 Primary Author and Developer of the texture and lighting tools for development of shaders and
texture/lighting pipeline support for the 3d animated feature The Barnyard
 Troubleshot scenes that have rendering issues with Mental Ray in the XSI environment

PDI/Dreamworks, Redwood City, CA July 2003 – April 2004
FX Developer
Shrek 2 (CG Animated Feature Film)
 Developed a particle map tool for use in creating decals and designs on clothing, wet maps for the
appearence of water on skin, and projections of textures on surfaces.
 Implemented an extruding curve geometry tool for use in creating various procedural geometric objects like
vines, foliage, and hair. This allowed curve primatives to have actual uv surfaces for using displacement
mapping and texturing.
 Developed the fx_glitter tool that allowed the director to use any geometric primitive on any procedural
point on a curve. This tool was used for creating glitter in hair for a character in Shrek2.

ESC Entertainment, Alameda, CA April 2002 – June 2003
Color & Lighting TD - ShaderWriter
The Matrix: Reloaded (Feature Film); The Matrix: Revolutions (Feature Film)
 Primary Author and Developer of the entire procedural noise library for development of shaders for Matrix
Revolutions using Mental Ray’s API.
 Primary Developer and supporter of various VFX tools for Matrix Reloaded/Revolutions.
 Designer/Implementor of Mental->Maya shader conversion tool. This tool allowed the user to view
MentalRay shaders in Maya and switch back and forth between the two to bypass the process of exporting
shaders from Maya.

20th Century Fox/Blue Sky Studios, White Plains, NY Jan 2000 – Dec 2001
Production Programmer
Ice Age (CG Animated Feature Film)
 Co-Author and Co-Developer of Blue Sky Studio’s ConvertShader Tool for Maya.
 Designer/Implementor of the Maya Poser Tool for Animators/Riggers.
That is a fucking impressive resume. Yet you manage to sound dumb. Why would someone who has this amount of graphics programming knowledge say something stupid like HZD 1 on PC would look better than HFW on PS5?
 
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Oh good. Thank God!
Internally I was screaming so hard inside
"What sort of uncultured troglodyte thinks that The Amazing Spider-Man 2 is better than Captain America: The Winter Soldier? TASM2 watches like it was edited by someone blind. Being dropped on their head wouldn't even begin to explain such foolishness! Maybe if it happened multiple times."
:messenger_beaming:
Oh I don't really think it's better than Winter soldier. I just like it a lot more than other people do. To be fair I'm pretty biased towards Spider-Man. Also Batman. And wolverine.
 

GRIEVEZ

Member
I don't know. The first 3 phases of the MCU turned out much better than anything Sony would have made. May have been bad for them, but it turned out ok for everyone else.
I mean passing up on the Game rights/license to all of Marvels Characters.

Not the MCU movie's because I agree, Sony wouldnt have been able to deliver in the same way

I mean there are so many characters that wouldve made cool standalone games.. Dr Strange, Silver Surfer, Cable, Magneto, The Punisher, Moira McTaggert/Proteus, etc. That could have interesting gameplay mechanics/stories
 

JonnyMP3

Member
Oh I don't really think it's better than Winter soldier. I just like it a lot more than other people do. To be fair I'm pretty biased towards Spider-Man. Also Batman. And wolverine.
This is why I was trying to be nice of your enjoyment of TASM2... Because there's probably dozens of you :messenger_squinting_tongue:

I don't really have a favourite Superhero. As a general nerd of all things, I enjoy them all as long as they're enjoyable. And if they're shit, they're shit. I can go as real as Batman Begins or as outlandish as any of the MCU or the DCU. But there's still a difference between Xmen Origins vs Logan.
 

hemo memo

Gold Member
"Look at us guys, we know something you don't, tee hee!"

Or we pretend to know and you’ll never know. Sometimes I wish Twitter has the same rules as GAF regarding the game industry “insiders”. Some of those twitter “insiders” probably a 13 years old kid with thousands of followers.

I blame journalists in the first place because if they did their damn job of actual reporting and pushing those companies for more answers we would have less of those insiders/trolls.

Bloomberg is putting the entire industry news outlets to shame by doing actual professional reporting.
 
This is why I was trying to be nice of your enjoyment of TASM2... Because there's probably dozens of you :messenger_squinting_tongue:

I don't really have a favourite Superhero. As a general nerd of all things, I enjoy them all as long as they're enjoyable. And if they're shit, they're shit. I can go as real as Batman Begins or as outlandish as any of the MCU or the DCU. But there's still a difference between Xmen Origins vs Logan.
yeah even I almost don't like X-Men origins though I think that Humvee helicopter scene is pretty cool. How do I don't take the stuff too seriously is I only kind of like superhero movies. Like if I took these movies seriously I have no idea what I would think but for me the best movies are horror movies and not the new ones.
 

GreyHand23

Member
That is a fucking impressive resume. Yet you manage to sound dumb. Why would someone who has this amount of graphics programming knowledge say something stupid like HZD 1 on PC would look better than HFW on PS5?

I no longer think that he actually believes this. However, he seems to be stubborn, so he's decided to die on this hill. Clearly he has enough experience to know that he's going to turn out wrong here. He brought up assassin's creed not showing visual progress, but Valhalla is a current gen game and it doesn't appear that they wanted to push graphics any further. They seem much more about churning out games with extremely large worlds. While none of us know exactly what new rendering techniques are being used for HFW, based on GG's history, they are certainly using some new techniques. I am eagerly awaiting more obvious gameplay footage and a deeper dive into the game so VFXVeteran VFXVeteran is forced to admit that he is trolling where this is concerned.
 

ToadMan

Member


Just look at this LOL it's funny plus what part of it does scream this is next gen can you guys tell?

Edit: Fuck me sideways they are selling MERCH like Tees and Hoodies for $21 and more on their store, shipping international. WTF?! This Air Traffic Control channel is making money off videos made for Flight Simulator X LOL WTF?!?!


I’ve got other news for you - some of the sim ATCers get paid to do it by the community....

Actually if you look at some vids of FS2020 it’s pretty rough as a simulator.
 

hemo memo

Gold Member
Lol at the man holding it tight with both hands across his chest. If we think that's bad (in a good way) just wait for the PS5. The funny thing about Europe is that consumers are so loyal to the brand. Here in the states people would be really tempted to get an Xbox if PS is not in stock or on the shelves. Too many dudebros of the COD/Madden/NBA2k type. In Europe that shit don't fly. PS or death.

6190.gif

Yeah pretty much. I would wait over a year than buying a console i’m not completely on board with just to play the next Cod/FIFA.
 
Can we all just report this vetted dude so he stops ruining this thread.

Yet it's ok for Sony fanboys to ruin this thread by bashing Xbox/Halo Infinite on here to their hearts content with Craig memes and a sony hype train etc? He is vetted, he is clearly knowledgeable. His opinion holds far more weight than armchair console warriors.
 
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