Serious question: They look quite nice. To explain lots of games since the start of the 3d era use a bunch of smaller semi transparent images or short animations and move them around to show a explosion or something such as: https://www.youtube.com/watch?v=XCdUmn0m3KE Lately I've seen more use of big single file animations that don't move being used as well in the middle and they look quite nice in combination with the aforementioned volumetric particle effects. such aaaaas: https://www.youtube.com/watch?v=wXdhsV60Xkk These have been used since before 3d games were around in plenty of 2d games So why have they started doing this now?
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# ? Feb 8, 2015 14:38 |
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# ? Jun 8, 2024 06:15 |
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i have no idea what this thread is about
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# ? Feb 8, 2015 15:00 |
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It's probably because they look like butt compared to 3D effects that are properly done, and they run poorly in comparison, which is impressive. Each transparent image you're rendering stacked takes more resources to render. Using one in the center seems to be fine, though. otoh to get a realistic explosion they're going to have to model what's going on in the middle anyway Doctor Goat fucked around with this message at 15:10 on Feb 8, 2015 |
# ? Feb 8, 2015 15:03 |
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They look like rear end blood, OP.
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# ? Feb 8, 2015 15:19 |
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GodDAMMIT how am I going to make a hit webcomic if games don't have sprites in them anymore jesus cumshitting meagfuck ultratitty republican george bush tumblr christ
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# ? Feb 8, 2015 15:26 |
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FactsAreUseless posted:GodDAMMIT how am I going to make a hit webcomic if games don't have sprites in them anymore jesus cumshitting meagfuck ultratitty republican george bush tumblr christ If you're not reusing the same sprites from popular old games that people have been using for decades now, you're doing your webcomic wrong. The most effort you should be doing is recoloring a few pixels black to make a badass original character that's so cool and dark as gently caress.
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# ? Feb 8, 2015 15:38 |
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i unironically enjoy technical graphicschat but i have no idea what the gently caress the op is saying
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# ? Feb 8, 2015 15:39 |
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Mung Dynasty posted:i unironically enjoy technical graphicschat but i have no idea what the gently caress the op is saying
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# ? Feb 8, 2015 15:40 |
Mung Dynasty posted:i unironically enjoy technical graphicschat but i have no idea what the gently caress the op is saying Video game explosions looked like this: Flat animation Then they looked like this: Volumetric but less fancy animation Now they look like this: Both types together
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# ? Feb 8, 2015 22:45 |
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Sprites do not look good 3D.
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# ? Feb 8, 2015 22:50 |
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https://www.youtube.com/watch?v=1o0Nuq71gI4 this smoke is sick i was trying to find a video where they were demoing new explosions and shrapnel methods but i couldn't imo the best way to handle this kind of thing is to use good technology for stuff the player can look at closely and janky stuff for far away, like, nobody's gonna notice if a smoke cloud in the distance is 1/50th of the quality of one next to you unless it's really blocky
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# ? Feb 8, 2015 22:52 |
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Flex is good, physx is good
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# ? Feb 8, 2015 22:55 |
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THE PENETRATOR posted:Flex is good, physx is good To bad my card isn't Nvidia.
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# ? Feb 8, 2015 22:59 |
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Flannelette posted:Video game explosions looked like this: okay so whats the problem
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# ? Feb 8, 2015 23:00 |
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keeping things at the right pace for hardware is hard for devs to do bethesda games aim too low and can't use newer features, oblivion can barely use dualcore and even their newest stuff is just dx9 with the barest multicore features crysis is the opposite direction, where they tried too hard and made something that couldn't work well on the current technology the king of waste is tressfx though, tressfx will cost you 30+ fps and it doesn't look that good
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# ? Feb 8, 2015 23:12 |
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Doctor Goat posted:the king of waste is tressfx though, tressfx will cost you 30+ fps and it doesn't look that good It was just unoptimized, version 2 runs better and V3 is coming out this year.
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# ? Feb 8, 2015 23:16 |
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Lately I've noticed games using FoV stuff, but it's usually very badly optimized and doesn't look good IMO. It's an interesting concept but it just seems to get in the way of gameplay and performance.
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# ? Feb 8, 2015 23:17 |
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oh yeah, i talked to a crytek dev about that. he wouldn't tell me whether or not they were gonna use it do you have any benchmarks or anything Silver Striker posted:Lately I've noticed games using FoV stuff, but it's usually very badly optimized and doesn't look good IMO. It's an interesting concept but it just seems to get in the way of gameplay and performance. do you mean DoF
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# ? Feb 8, 2015 23:19 |
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Yeah I meant DoF, my bad. I noticed it in Metro 2033 where it would easily knock like 20-30fps off my performance while just adding an annoying graphic feature.
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# ? Feb 8, 2015 23:21 |
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Doctor Goat posted:oh yeah, i talked to a crytek dev about that. he wouldn't tell me whether or not they were gonna use it Well V2 was used for the XBO/PS4 Tomb Raider port, and it ran very well considering the hardware, there aren't any PC games with V2 though.V3 is going to be at the GDC, the new Deus Ex and Tomb Raider games will use it. http://schedule.gdconf.com/session/augmented-hair-in-deus-ex-universe-projects-tressfx-30-presented-by-amd
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# ? Feb 8, 2015 23:38 |
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Mung Dynasty posted:okay so whats the problem sadbrains imo
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# ? Feb 8, 2015 23:45 |
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A Spider Covets posted:sadbrains imo Congradulations on your magic cake!
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# ? Feb 9, 2015 01:00 |
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Wormskull posted:Congradulations on your magic cake!
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# ? Feb 9, 2015 01:03 |
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Wormskull posted:Congradulations on your magic cake! poo poo better be buttercreme.
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# ? Feb 9, 2015 01:08 |
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Developers built particle engines which were controlled by simple scripts. This dramatically improved efficiency since the team no longer needed to get a programmer and an artist to create every single effect. Making sprite-based particles is quite time-consuming. Valve actually talks about this in the developer commentary for Half-Life 2: Episode Two. I couldn't find any videos of the commentary, so here's the relevant extracts. This Vortal Coil (map ep2_outland_04) - Node 15 Our Mutual Friend (map ep2_outland_11a) - Node 2 Under the Radar (map ep2_outland_10a) - Node 3
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# ? Feb 9, 2015 04:05 |
Ok that makes sense thanks
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# ? Feb 9, 2015 12:02 |
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Doctor Goat posted:https://www.youtube.com/watch?v=1o0Nuq71gI4 super milk beam needs to be a game
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# ? Feb 9, 2015 18:40 |
LeftistMuslimObama posted:super milk beam needs to be a game
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# ? Feb 9, 2015 19:32 |
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daaaamn that is a flat texture i had never heard of parallax occlusion mapping until now this is someone using it in minecraft i dont know what this is!!!! TECHNOLOGY
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# ? Feb 10, 2015 05:08 |
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We use that in some of the mapping software we tinker with for landscape simulation. I have no idea how it works in the programs that use it beyond transparency but it's way better than the lovely stuff ESRI ships with its ArcScene package.
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# ? Feb 10, 2015 05:10 |
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i wonder how hosed up it'd be if i used that shader effect on each frame of a SNES emulator
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# ? Feb 10, 2015 05:13 |
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Doctor Goat posted:daaaamn THat looks like poo poo!!!!
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# ? Feb 10, 2015 05:15 |
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(MAkes a bunch of bumps randomly shoot out of a flat texture ) Technology motherbitches!
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# ? Feb 10, 2015 05:15 |
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it's not random bumps, it's taking a texture of river rocks or something and making it not a flat skyrim looking texture what are some cool effects you like, sir aids
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# ? Feb 10, 2015 05:16 |
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zen death robot posted:Youre poo poo looks like rocks, lol Maybe if people sent Sir AIDS some money he could buy some gourmet food so that doesn't happen is my suggestion
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# ? Feb 10, 2015 05:16 |
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Eye of Widesauron posted:Maybe if people sent Sir AIDS some money he could buy some gourmet food so that doesn't happen is my suggestion This
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# ? Feb 10, 2015 05:17 |
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Please send me money so I can buy food and a gaming rig.
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# ? Feb 10, 2015 05:18 |
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oblivion and skyrim do parallax its just not retarded like in those pics and used sparingly. oblivion has it on the walls in the prison you start in i think
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# ? Feb 10, 2015 06:55 |
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skyrim uses parallax sometimes but what i'm talking about is when they dont bother to do that and just use a uniform texture. those pics aren't really me going "wow this is the perfect example" it's more me being surprised by how much they're getting out of a texture. anything that's on the ground in skyrim is manually placed, and the roads look like they're just painted on textures. the engine cannot handle parallaxing that's not on walls stuff like the platform on the right and the arrow slits in guard walls are good examples of them not able to do anything but put in a flat texture without breaking stuff this is also an example of Bad skyrim does a lot to try to get around how many limitations their engine has though and i have to give them some respect for managing to get so much out of an engine that can barely handle the concept of multiple cores Oblivion doesn't even have anything like parallax, the most it gets is primitive bump mapping like i think doom 3 has edit: this is it being used in skyrim and i feel like it's gaining definition but losing quality, and everything looks darker because it's having to run so many more shadows which is probably also bogging the framerate down i don't remember if this wall is a flat texture or not i am spending too much time thinking about graphics effects + technology tricks Doctor Goat fucked around with this message at 07:30 on Feb 10, 2015 |
# ? Feb 10, 2015 07:21 |
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# ? Jun 8, 2024 06:15 |
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why are you denying that oblivion has parallax mapping Doctor Goat
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# ? Feb 10, 2015 07:30 |