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Umbra Occlusion Booster

  • Gloglebag
  • November 9, 2009 at 9:06 PM
  • Gloglebag
    • November 9, 2009 at 9:06 PM
    • #1

    Anyone have experience with this, I know Shattered Horizons uses it, if it's not resource intensive it could save a lot of tedious work as well improve performance.

    http://software.intel.com/sites/billboa ... hp#/videos

  • Warby
    • November 10, 2009 at 4:44 PM
    • #2

    thats pretty impressive unreal3 does basically the same but something has to be missing for 1 pixel for 1 frame before it reappears in unreal i wonder if they have bypassed that issue with their tech or not !

  • Minos
    • November 10, 2009 at 5:05 PM
    • #3

    A level designer's biggest dream comes true...

  • Sindwiller
    • November 10, 2009 at 8:39 PM
    • #4

    Sounds interesting, pity it's proprietary

  • 2d-chris
    • November 11, 2009 at 1:02 AM
    • #5

    looks like its just hardware occlusion? I know Cry engine and Unreal support this even if its not quite as accurate

    Automatic occlusion doesnt particually help level designers, infact it has the tendancy to fool you into building environments that won't run well on target platforms, adding these things by hand gets everyone thinking about the actual problem which is how "much" can I draw, not what can I hide that should not been drawn. 2 Different subjects I know but they are very much the same thing at the end of the day.

    Anyway cool tech that might speed production up.

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