Yes, but it's *lighting* from the rocket don't cast shadows. There is only 1 lightsource in that scene that casts shadows. There should be many light sources for each of the rockets firing off.
Deja vu! You really like your shadows don't you?
What are SM and PM?
So pretty much the stuff we've been seeing for years, just rearranged differently.
?
Not many games (or anything) uses volumetric particles.
They don't, and they probably won't for a while either. Just look at the way that demo was running.
TBH, I see he has a point. You have a tech demo (which looks like it is dropping frames all over the place), that doesn't get the basics right. They make a great deal of hoo-hah over their ray traced shadows (which do look nice), when we should be focusing on having more shadow casting lights.
Also beyond lighting up the smoke, in this demo I didn't get the sense that it was massively visually superior to sprite based smoke. They didn't do a good job of showing the interaction with smoke either.
It ran pretty fine with the tiled resources turned on...
I mean I saw it dropping frames and screen tear (NV running a non-Gsync monitor demo is just odd), but we actually have no idea what resolution or IQ settings this is running at. And I can imagine that the volumetric smoke is probably running at very high cvar settings.You didn't see it dropping frames and tearing everywhere?
You didn't see it dropping frames and tearing everywhere?
I mean I saw it dropping frames and screen tear (NV running a non-Gsync monitor demo is just odd), but we actually have no idea what resolution or IQ settings this is running at. And I can imagine that the volumetric smoke is probably running at very high cvar settings.
TBH, I see he has a point. You have a tech demo (which looks like it is dropping frames all over the place), that doesn't get the basics right. They make a great deal of hoo-hah over their ray traced shadows (which do look nice), when we should be focusing on having more shadow casting lights.
Also beyond lighting up the smoke, in this demo I didn't get the sense that it was massively visually superior to sprite based smoke. They didn't do a good job of showing the interaction with smoke either.
Still would great addition for biggest lighting in environment. Definitely awesome for cutscenes.Don't count on that shadowing technique that much. It is really useless now:
lol, good pointHow can you put a vsync off footage perfectly fine from a gsync monitor on a constant framerate YouTube video for your non variable refreshrate monitor?
Gsync footage will have tearing and drops no matter what.
Kinda useful for hero characters or objects closest to the camera. Ryse tried to do something similar originally and then scrapped it (no raytracing though). It would also be very good for first person weapons or FPS character shadows.Don't count on that shadowing technique that much. It is really useless now:
Don't count on that shadowing technique that much. It is really useless now:
Still would great addition for biggest lighting in environment. Definitely awesome for cutscenes.
But all lights cast shadows in this demo.
The smoke reminds me of nVidia's FleX. Seeing the Gameworks logo, maybe it is FleX.
The first thing I noticed wasn't the shadows (which are nice), it was the lighting/shading on the smoke. Looked far superior to anything I've seen in any game (and probably will remain so for the next 5 years, sadly).
Star Citizen Graphics Lead said:We’ve also started on one of the largest visual tech features we’ll be developing in the next six months which is a fully volumetric gas shader. The intention is to use this shader for both massive gas clouds to bring our space environments to life, and also smaller vfx like smoke and explosions. Rendering large semi-transparent volumes with real-time lighting is a significant challenge and is rarely tackled in computer games other than perhaps more limited solutions for cloud shaders in flight sims. As a result there are many aspects to this tech we’ll need to research separately such as the building/placement of the volumes, the complex shape and movement, the light scattering and shadowing, and efficient rendering. So far we’re concentrating on the first two of these, but we’ll keep the backers updated.
Star Citizen Graphics Lead said:We’ve been continuing our work on the volumetric gas shader and we’re at a point where the artists and level designers can start to ‘white box’ their level with the shapes of these gas clouds. They can do this by creating a simple mesh defining the overall shape and the code then turns this into a fluffy gas cloud by adding all the complexity to the broad shape, and this frees the artists from modelling minute details on the gas clouds. The next stage will be to start work on the lighting and shadows which is the most complex part of volumetric rendering.
Wait for it...
wait for it!
THERE IT IS!
Don't count on that shadowing technique that much. It is really useless now:
Wait for it...
wait for it!
THERE IT IS!
Wait for it...
wait for it!
THERE IT IS!
That looks ridiculously bad. The 'smoke' looks more like a fluid than anything else.
If you compare the 4Gamer video to the Computex one, there's a huge difference.Must admit..very disappointing. Ran really poor and looked very rushed and no where near useable in interactive form in its current state.
A very common confusion with the available feature-levels, which are 11.0,11.1, 12.0 and 12.1.I only know DX12 is coming out with Windows 10. What is DX12.1?
I forgot about SC.
If anyone is insane enough to do this in a production game in the near future, it's them. Love it!