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AlexM last won the day on June 9

AlexM had the most liked content!

About AlexM

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  • Birthday 02/03/1983

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  • Real Name
    Alex McGilvray
  • Job
    Technical Artist / Programmer
  • Location
    Vancouver Canada

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  1. Spent a good 2 full days in my underwear on the couch playing Tropico5 during my vacation. It was as amazing. Surprisingly good controls on console. I actually prefer it to mouse/keyboard. Never thought I would say that.
  2. Pretty much only been playing guilty gear strive for the last couple weeks. For some reason it seems way more accessible than Xrd and the previous ones despite still having some pretty crazy systems like 4 different types of cancels and a burst mechanic.
  3. I'm a crazy miyazaki fanboy so I can't wait!
  4. Looking forward to watching these this weekend!!!! Will report back to mapcore ASAP
  5. Ah I see. I think for this particular example, the art director probably wouldn't want the Lumen indirect lighting because it looks to me that they want a high contrast, comic book type shading. Personally, I think it might be at least worth a try but I can see an art director being against introducing indirect lighting to a game with this look.
  6. I think it varies per-game. It would depend on how they are stylized. For example, maybe a toon shaded game doesn't want indirect lighting in their game. If that's the case then maybe Lumen is not a good solution. Do you have a specific example of a highly stylized game you think might benefit?
  7. That topdown view of the beach is nuts!
  8. So I've watched the whole Nanite presentation and am about halfway through the Q&A but I wanted to point out some interesting notes about it. GOOD : With Nanite you no longer pay a rendering cost for the overlapping part of two meshes. So what this means is imagine you have 2 very high poly rock meshes. Each one 1 million triangles. Now you place these rocks so they are 40% overlapping each other. In a traditional renderer you pay the entire 2 million triangle cost to render the meshes. If these meshes are Nanite-enabled then it's able to cull the overlapping triangles so you on
  9. I ah see. Gotcha. I still have hope that if you remove the old GI solution and replace it with Lumen that maybe you can hopefully get something close but you are probably right, it won't hit full parity performance-wise but it should hopefully look much better (otherwise what's the point ). I guess the question I want to answer is how much of a performance difference will there be. Anyways the truth is, I have a LOT more testing to do before I can be sure of anything, I'll keep posting back here with my results though. I have a modular scene I made in Unity that I want to finish so I can
  10. Scene I made so I could do some real-world(ish) render batching method tests. Everything is built from a modular set of about 8 or so pieces.
  11. Technical talk on how nanite works. It's quite fascinating and it's fairly high level too
  12. And here is another test where I disable lumen reflections. Sounds like the path tracing theory has some validity. Almost 33% increase in fps
  13. Ok just did a test on my 8 year old 970 desktop. It DOES run with Lumen GI + Lumen Reflections and software path tracing enabled. It's not performant but it totally works. I get about 23 fps with 2 shadow casters and some emissives.
  14. Ok yeah that's not a good comparison because the demo stuff uses nanite. I'm specifically only talking about Lumen. As I said, I've already done some tests and the performance is not far off from UE4 with SS reflections and post GI enabled. So it's running well in the 60+ fps region for me. I think naive is a strong word. Consider the fact that the GI aspect of Lumen is more about taking advantage of a data structure that has only come into use in computer graphics in the last 5-10 years. That data structure (signed distance fields) is known for being able to do very performant spatial lo
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