

urgaffel
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urgaffel last won the day on May 30 2019
urgaffel had the most liked content!
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Playstation 4
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Lighting in-engine is always going to be tricky because you're trying to simulate a 3d volume on a 2d plane 🙂 Actual volumetrics are still low res like you say, and it's hard to make them look good. There is some cool stuff in Unreal Engine 4 though but it's still very expensive to run Destiny 2 uses volumetric fog to good effect here and there but as far as I know there's almost no one who uses "true" volumetrics for anything other than skies or small fog patches. The skies in Horizon 3 and 4 use HDR sequences together with Motion Vectors to blend between the frames. They capture real skies with a bunch of cameras over a long period of time to get all sorts of conditions. There's a GDC talk about the skies in Forza Horizon 3 and they improved it for FH 4.
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EmberGen runs in realtime by using your graphics card to the max. The better the card, the more complex things you can do without any slowdown. On my machine with a 970 GTX it runs fine, on my other machine with a 2070 RTX it runs even better 🙂 The in-game integration is indeed sprite based, it can output a bunch of handy source data so it's not just colour but other things as well that we can use to make things pretty. There is an option to export volume data but that is not for realtime use, it's waaay too costly to do it in a game (for now anyway). I've had a hand in many titles 🙂 The only difference is the way the 2D sprites are generated. EmberGen works with true volumetrics and real time fluid simulations including combustion etc. The nice thing is that you can tweak stuff in real time and see it update immediately. In most other software (FumeFX, Houdini etc) you tweak your values then simulate which can take anywhere from a few minutes to hours to days before you see what those tweaks look like. EmberGen cuts down the iteration time significantly, but you still end up with 2D sprites in the end.
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Warm and fuzzy inside. I've been using it for a while 😉
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I've clearly not made that flame big enough...
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I worked on the vfx for that game 😄
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The four letter ones aren't much better 😞
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VR, DirtFish & Patch Notes: Version 1.7 of DiRT Rally 2.0
urgaffel replied to PJTierney's topic in DiRT Rally 2.0
I’m not the person for that 😛 I just deal with smoke, dust and precipitation -
Should do yes. It's better than it was, if it needs more work I can always tweak it again.
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It’s even better without compression 👀
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Not my call or department so can’t help you with that, sorry.
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@ShodanCat I had a look at the windscreen/windshield droplets with low rain and it has been improved. It's too late to get it into the Latvia patch (we have to submit each patch to Sony/MS well in advance) but I'll try and get it into the one after Latvia somehow.
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Sorry, I don’t know about the status of that issue. I just handle vfx related things
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Thank you for taking the time to record the video, I’ll look into it when I get back to work.
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What missing windshield droplets?