GameDev Pulse
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Path Tracing can be actually used with low settings and you still gonna get a decent looking game with much better overall visuals

#Raytracing@GameDEV
#Rendering@GameDEV
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Yeah, I can relate: the art direction always wins and modern gaming is often BLAND AF.

But they are also unable to make anything meaningful with the UI, immersive elements, animations, and AI. The things that work in the original Stalker trilogy, METRO games, and many other similar projects.

https://www.youtube.com/watch?v=jef3zeB1Z9M

#ArtDirection@GameDEV
#Rendering@GameDEV
#UnrealEngine@GameDEV
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Simon noticed that in Anno 1800 there is a fixed sun position enabled by default, making the sun always light up the scene from right to left, leaving fairly long shadows and making buildings more distinguishable.

On the right you can see what happens with more realistic stable sun positioning. It is harder to look and track each separate part of the city.

Which means: don't be afraid to break rules, don't rely on realism fully. Sometimes it may sound odd, it may be unreal, but still does the job better.

#Rendering@GameDEV
#RTS@GameDEV
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Path Tracing is a very questionable direction for a real game. It looks cool and that's basically it.

#Hardware@GameDEV
#Rendering@GameDEV
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Michael Khaimzon, who worked on Far Cry and Crysis, shared that they were unable to make realistic light scattering in Far Cry, so they made a fake lighting texture for both sides of leaves.

#Rendering@GameDEV
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Anton Kaplanyan from Intel showcased and discussed their image denoising and rendering technologies:

https://community.intel.com/t5/Blogs/Tech-Innovation/Client/Visual-Efficiency-for-Intel-s-GPUs/post/1697911

#Intel@GameDEV
#Rendering@GameDEV
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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
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