[w]tech combines next generation technologies like full dynamic lighting, voxel based terrain and bullet physics, which are brought to you via a self-explanatory user interface. We are thinking in innovative ways to combine the available technologies and ideas to an edgeless package. Visit wtechportal.com to get more information about the newest features integrated into [w]tech!
First news pack of two which are about post processing of [w]tech. Get short overview and see what they are good for.
Posted by unrealer2 on Jul 17th, 2011
("Screen Space AntiAliasing")
Supporting AnitAliasing has become a serious problem for game-developers in the last years. Most of them use some kind of Deferred Rendering now, which does not support Hardware-AntiAliasing. But since everyone likes to have antialiased scenes in games anywas, developers have to come up with some little tricks.
For [w]tech we're using a post-processing effect which we call simply "Screen Space AntiAliasing":
This effect is very low-costly, and we’re quite happy with the results. Though, it looks best on round things.
("Horizon Based Ambient Occlusion")
Another new PostProcessing-Effect in [w]tech is “Horizon Based Ambient Occlusion”, which was originally invented by Nvidia.The results are very pleasing for a screenspace approach of AmbientOcclusion. Of course those will never be as accurate as the non-screenspace versions, but those can’t be handled pretty well in realtime on current hardware.
Here are some pictures of the HBAO-Effect, rendered at a resolution of 800x600 on ATI Radeon 4890:
A little animation which should give you an impression how HBAO can improve the illusion of reality:
As SSAOs always are, this effect isn’t lightweight. Luckily a drop from 300 to 140 FPS isn't that bad, since FPS are non-linear. A drop from 30 to 20 would be much worse!
For more information, visit: www.wtechportal.com