Rain effects, better lighting model, optimized code

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Add media Report RSS FUEL 2021 01 30 21 36 32 974 (view original)
FUEL 2021 01 30 21 36 32 974
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tundrowalker Author
tundrowalker - - 81 comments

A good example of the "World Sphere" fresnel highlight acting like a sun flashlight bouncing light off the earth ball. We're looking into the sun, so we're getting direct sunlight as well as light bouncing off the earth. So, it brightens the scene. If we looked away, the direct sun highlighting would go away, because then we're just looking at light bouncing off things back at us. The extra brightness hits the post-processing frame algorithm, and the bloom kicks, noticing more bright spots. So, it blooms them.

The goal here is to keep the game playable while looking as fantastic as I can make it. An issue I've had with some games (EG: Far Cry Primal) was that the game looked great, but the graphics got in the way of game play. The bloom, fog, etc was so intense, I couldn't tell what was what. They realized it was a handicap, so they made a "hunter vision" work-around to let you gray-scale the graphics while yellow-highlighting useful stuff. This is just a designer admitting they put form over function. You shouldn't have to include a crutch to get around graphics in a game. The goal if the game is to be playable first, and then look good while doing so.

In this scene, we see it's brighter, but you can still see the road and opponents ahead. Again, the idea is to keep the game playable, but make it look really good while doing so.

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