With the impending collapse of the Citadel, two members of the Resistance are tasked with evacuating any citizens remaining. Little do they know that their mission sees them gaining critical information that puts the early fate of White Forest in their hands.

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Add media Report RSS City 17: Episode One - New Years Update | Part 1 (view original)
City 17: Episode One - New Years Update | Part 1
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MaxG3D
MaxG3D

Wait...Those are realtime sunshafts? I love it!

Reply Good karma Bad karma+4 votes
Sergesosio
Sergesosio

Looks like it. :D That would be awesome

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MrtwovideoCards Creator
MrtwovideoCards

Indeed they are realtime shafts!

Reply Good karma+5 votes
Lancelot_59
Lancelot_59

This game is gonna melt my computer.

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Mr.Walrus
Mr.Walrus

Your sacrafice shall be appreciated by us high-class computer owners. HAHAHAHA!

Reply Good karma Bad karma+1 vote
StanRiders
StanRiders

(buried)

Nice Photoshop work, eh

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MrtwovideoCards Creator
MrtwovideoCards

Everything you see is in the image is straight out of the game. However in that specific scene the engine via shaders is handling Color Correction, Sharpening, Gaussian blurring passes over Bloom and slight amounts of edge AA to help clean things up.

Don't worry bro, I know you is Jelly.

Reply Good karma+3 votes
.kave
.kave

lol

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QuarterLife Author
QuarterLife

This is a flattering comment.

I like it!

Reply Good karma+1 vote
Sortie Creator
Sortie

Cut the crap, boys.

We were going to wait till tomorrow to post this, but we have made a system to render expensive effects, but it's not run on your GPU. That's right. We've purchased expensive licenses from Adobe and can proudly present to you: a system for real-time photoshopping frames. The system is carefully designed so that the frames are fetched after being rendered by your GPU, then transmitted over your internet connection. Of course, this causes a slight lag, but that's why C17 requires at leasts a 20 mbit/s internet connection. Then when our central receive the data, our photoshoppers will process your game frames and apply the needed effects to the image, all this done in real-time. Then we will transmit back only the changes to your original image (delta-encoded), which then will be rendered by your monitor. We're quite excited about this technology, and we intend to post it on the Valve Developer Wiki as soon as we release C17.

Reply Good karma+6 votes
QuarterLife Author
QuarterLife

Aww, Sortie!
Why you gotta ruin the big surprise man?

Reply Good karma+2 votes
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