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Looking forward to it. :)
That's some pretty cool looking stuff you've got there.
Are you using a deferred pipeline? You may have talked about it before but I've kind of forgotten.
Wondering how you're dealing with translucent/semi-transparent objects in a deferred pipeline.
The fake rooms look pretty neat though there still is a lot of distortion of the perspective visible which is maybe why a lot of developers avoided it.
I could be wrong because the distortion could be caused by the image itself and not the technology.
One thing that is for sure is that it adds a lot of depth to the room which is very impressive for being just a shader.
What makes you think he has got military level training? :3
Haha. We didn't really have any team members to spare.
It's coming out on Steam in a few days so keep an eye out. :)
I'll carve yar ***!
Great to see you're still working on the engine.
The local and global reflections update looks really cool.
The cloudy day weather system looks pretty neat as well but it might be beneficial if you added some form of ambient occlusion to your world so that you don't loose as much contrast and depth during this type of weather. Of course other scenarios can benefit from ambient occlusion as well.
It doesn't have to be real-time ambient occlusion but considering your engine it might be nice to have some form of it.
Of course one major danger of implementing an ambient occlusion solution is that you mess up its settings and make it look completely unrealistic. (I bet you're familiar with users cranking up their intensity settings for Depth of Field and Ambient Occlusion in other games claiming it looks 'realistic')
I really wish I could play around with your engine to test it out just like I did a few years back.
Also, really cool that you're using box projected environment maps.
woops forgot to log in. That's me saying that up there.
We've got some ideas for the cliffside which involves you simply falling to your death because of a whole bunch of shore rocks. The sea water isn't infected though. It's why John Hutman is doing fine in the first place because he filters the sea water.
Are you running Windows or Linux?
Which is why we disabled the menu buttons for them. ;) There also are visibility issues and other strange glitches because we're having problems with our depth pass.
There are currently drawing issues with our depth pass which causes objects to disappear. You may be able to manually enable DOF and HBAO by typing "ae_ssao" and "ae_dof" in console and switching them to "1", resembling an "on" state.
Are you sure you've installed the Source SDK Base 2013 - Singleplayer in Library->Tools ?
Did you get any messages in the console about the interactive screens?
Have you installed the Source SDK Base 2013 Singeplayer?
This Mot? I.imgur.com
The performance drop is mainly caused by the fact that we have to render our own seperate depth buffer because the original Source one uses an 8-bit render target which makes it lacking when it comes to precision.
For our current depth buffer we render to a RGBA32F32F32F32F render target. The problem with that is that it also fills the RGB channels while we only need the alpha channel. So it takes up a lot more memory and makes writing to the rendertarget slow.
We're still trying to find a good solution. There is a format called R32F but we can't use that because depth is rendered to the alpha channel regardless of the image format.
Note: 32F stands for 32-bit float. Default depth buffer is an 8-bit integer target if I'm correct.
They're there ;) Just not in this screenshot. We haven't dressed the entire area yet though.
You can either download it from Alan's website, ModDB itself or Desura when we get everything ready.
It won't update automatically with the exception of Desura which should do it on its own. I could be wrong though.
hello there... ;)
Nice. Hope to hear Titan: XCIX: Part TWO news soon!
Thanks for the reminder! We've heard this from multiple testers and players now. Putting it on my to-do list just to make sure we don't forget about it.
In addition to what Alan is suggesting, could you turn off all/some of the graphical features in the Estranged Options panel. That might help.
Do you mean right after the boat crashes into the dock?
You'd be surprised.
Looks like someone from Valve has been assigned to the issue. They're saying that there may be an update with shader support next week. I'll do some exploring on the shader end when that happens.
Of course not! ;)