ProfessorMoran
Member
.php/311934-The-Order-1886-AMAZING-in-engine-trailer/page4[/url])
Video showing off their textile acquisition process:
http://www.youtube.com/watch?v=_wIgmEch1P8
Sackboy would look glorious with that tech.
.php/311934-The-Order-1886-AMAZING-in-engine-trailer/page4[/url])
Video showing off their textile acquisition process:
http://www.youtube.com/watch?v=_wIgmEch1P8
Ready at Dawn is great. I'm glad we get to see a game from them on a home console and it being their own thing, that they wanted to do.80 people working on it.
Glad to see some reasonable amount of developers working on this.
Dat Neckbeard in all 800p glory
Sackboy would look glorious with that tech.
Looks really good. Would be even better if they said how much performance they were able to save using it, eg FPS without and with. Also, I don't think MS has Titans in their Azure cloud, but sure the potential for some great things is there.
'Physically Based Shading'
Get used to seeing this used in games this coming generation.
The trash can picture in the pdf is actually an old asset from an internal presentation back in early 2012. I'd meant to swap it out with one of the new pictures of the water pump, but I must have forgotten. Just squint your eyes and pretend that it's a new, pretty asset.
I'd say it's more of a brisk jog than a walk.
Is 3d scanning for game pipelines a new thing?
I know developers have scanned photographs before and use them for games (a la Max Payne), but it's the first I've heard of a 3D scanner being used to gather real life normal maps.
Also, I admire all the composite material used for the pump. I want to be able to add detail like that.
I'm glad I put in that specular aliasing slide, it got a few laughs.
I also wanted to put in a "yo dawg I heard you like composites" picture when talking about putting composite materials inside of composite materials, but I never got around to it.
I'm glad I put in that specular aliasing slide, it got a few laughs.
I also wanted to put in a "yo dawg I heard you like composites" picture when talking about putting composite materials inside of composite materials, but I never got around to it.
I'm glad I put in that specular aliasing slide, it got a few laughs.
I also wanted to put in a "yo dawg I heard you like composites" picture when talking about putting composite materials inside of composite materials, but I never got around to it.
So you can get out before the crazy?
technically great, but the setting doesnt appeal to me what-so-ever.
Skin shader looks more realistic in the E3 trailer. It looks clay-ish in those images.
MJP,
An excellent presentation, as well as a very impressive debut trailer for The Order: 1886 at E3. A few question, if you can provide comments. If you can't, I understand.
1) In an era of deferred renderers, it's interesting to see Ready at Dawn using a tiled forward renderer. Obviously, there are pro's/con's with either approach. One of the pro's to foward renderer's is "better compatibility" with MSAA. I noticed that the E3 trailer is quite clean with respect to aliasing artifacts. Are you planning on using MSAA to deliver anti-aliasing or are you planning to use shader-based techniques like MLAA? I'm really looking forward to much improved anti-aliasing solutions in next gen games, so I'm curious as to what different teams are doing.
2) The 3D material scanning solution looks excellent. The presentation doesn't state what resolution you can capture. Does your solution allow you to directly capture 4K textures?
3) Can you tell us roughly how many polygons are in the model shown for the Skin Shading shots?
Thank you. I look forward to seeing more of The Order: 1886 in the future.
What about something like SMAA which combines MLAA with subpixel information and a temporal filter for added temporal stability? Could you not have stuck with deferred and used SMAA?Thank you! We worked really hard on it.
1) We actually used to use deferred rendering, and one of the reasons for switching was so that MSAA would be more affordable and less error-prone. I'm a firm believer in MSAA, and I think it's required if you want really good image quality. The shader-based techniques like FXAA and MLAA are certainly a lot better than nothing and they make a still screenshot look really nice, but they're fundamentally limited by a lack of sub-pixel information and it really shows in motion. They can still be nice though when used in conjunction with MSAA in order to improve the quality further and to cover up some of the places where MSAA doesn't work as well, and there's also some shader things you can do on modern GPU's that make MSAA more effective overall.
2) I'm honestly not sure what the resolution is of a raw capture. I'll have to ask Dave, the scanner is his baby.
3) A lot.
What about something like SMAA which combines MLAA with subpixel information and a temporal filter for added temporal stability? Could you not have stuck with deferred and used SMAA?
Thank you! We worked really hard on it.
1) We actually used to use deferred rendering, and one of the reasons for switching was so that MSAA would be more affordable and less error-prone. I'm a firm believer in MSAA, and I think it's required if you want really good image quality. The shader-based techniques like FXAA and MLAA are certainly a lot better than nothing and they make a still screenshot look really nice, but they're fundamentally limited by a lack of sub-pixel information and it really shows in motion. They can still be nice though when used in conjunction with MSAA in order to improve the quality further and to cover up some of the places where MSAA doesn't work as well, and there's also some shader things you can do on modern GPU's that make MSAA more effective overall.
2) I'm honestly not sure what the resolution is of a raw capture. I'll have to ask Dave, the scanner is his baby.
3) A lot.
TLoU's is more annoying since sometimes the AA method works great so it's more distracting when tons of jaggies show up all of a sudden instead of always being there.I really appreciate the focus on image quality.
I absolutely despise jaggies....as the PS3 gen comes to a close, seeing the last of us being so beautiful, but so jaggy, is a little disappointing.
I was hoping jaggies would be a thing of the past for the PS4 but depending on developer direction this isn't going to be the case.
Werewolves.