V 3.0: Lens flares & dirt, visor reflections / water droplets, god rays, depth of field, night & thermal vision scopes, dynamic wet surfaces with reflections, rainbows, volumetric light & fog, colored speculars and many other effects.
Dynamic puddles, with soft water edges
- reverse engineered just for fun.
Concept credits go to K.D. from OGSE Team.
Again, won't be part of DS 2.0, sorry.
I... I can't believe in my eyes...
Oh so it may not be bigger than the max size? (If i noticed correctly it stopped growing after a while)
And nice, really nice! I'm seriously wondering where you guys get this stuff from
Yes it has a max size where it has to stop. Won't be noticeable in game because grow speed will be much slower of course. Here it's just a "fast-forward" demo to demonstrate the effect.
Oh nice! And it will only happen on the ground I take? And last question, will it have all the effects static water has? (particles on collision, sounds, slow down effects etc.)
That's still an open question because some of these are quite tricky to handle. There will probably be a trade-off to be made here. And yes, only on the ground.
In case that someone is interesting in making soft water edges himself, here's the approach that has been used here (see 19.5.1): Http.developer.nvidia.com
Damn, that's an awesome read! I've bookmarked the chapters :)
You didn't know the GPU Gems??? That's THE absolute MUST for any shader programmer, dude!
I was always trying out stuff I've seen in-engine already :p I never looked at new tech (well, I did, but it never worked out so well) I'm really still a newbie! ^^
Well, learning by doing is the key :)
That is great wow.
Brilliant.
Awesome.
Wow.
ooo ... I madly impressed. It - perfectly
Crazy! :D
I have just watched FFXV similar feature demo.
I could not imagine seeing such feature in the Stalker!
Very exciting!
Yeah, there is much more possible in Stalker SoC than most people would imagine :)
The main reason why there are not more such effects being created for this game is that the engine makes it somewhat hard for a modder to integrate certain effects, so we often need to figure out rather cumbersome workarounds to get it working in some way.