' ( ) thread demos threads, .
"official threads" . .
CG Cinematics: Digic Pictures | BLUR
' ( ) thread demos threads, .
"official threads" . .
CG Cinematics: Digic Pictures | BLUR
Back at Microsofts Build conference at the end of May, Square Enix showcased an impressive DirectX 12 tech demo titled WITCH CHAPTER 0 [cry].
The tech demo aimed to showcase the power of the new API by Microsoft by crossing the uncanny valley and simulating one of the most difficult human emotion, sadness.
Last week the demo was showcased again in Japan, at Microsofts de:code conference for developers, and for the occasion Square Enix released two new screenshots, giving us a look on the massive triangle density of the main character thanks to a wire frame view, and on the spectacular plumage of her dress, which is actually made of polygons. You can see the screenshots at the bottom of the post.
We also get a breakdown of the polygon count of the main character for the build that was showcased at de:code: The total polycount for her is 11 million, of which a whopping 6 million are in the hair, 2 million in the feathers of her dress and three million in the body, accessories included.
Ad de:code the demo was running again on a monster PC: the specs included an Intel Core i7 3.0 Ghz processor, 32 gigabytes of RAM and 4 Nvidia GTX Titan X video cards in SLI, built on an ASUS X99-E motherboard.
Better enjoy the screenshots without thinking how much that monster would cost.
Hello! Here is a new environment piece I have been working on for the past two months. Continuing with the Zelda: Ocarina of Time theme, I decided to make Zora's Domain. This is simply fan art and a way to put the past year's worth of learning into one piece. Ocarina of Time is probably my favorite game, so I find it fun to re-imagine the environments as places that could possibly exist.
Several months ago, it was suggested to me by a friend that a fun/challenging exercise would be to recreate an environment from an old game I like using modern techniques. I thought this was a great idea, so I have put together a recreation and personal adaptation of The Temple of Time from The Legend of Zelda.
The footage was captured from Unreal Engine 4. Other software used: Maya, Z-brush, Photoshop
Leon_DiZ (13-11-2015)
Φοβερό άρθρο που εξηγεί αρκετά αναλυτικά όλα τα στάδια που εκτελεί ο υπολογιστής/κονσόλα για να υπολογίσει το κάθε frame στο GTAV.
Ειναι εντυπωσιακό το ποσό πολύ δουλειά χρειάζεται και ποσό πολύπλοκα ειναι τα πράγματα στις σύγχρονες μηχανές γραφικών.
http://www.adriancourreges.com/blog/...raphics-study/
Leon_DiZ (13-11-2015)
Amazon just launched a free triple-A game engine for PC, PS4 & Xbox One
http://aws.amazon.com/lumberyard/A new and free triple-A game engine from an unlikely source is now available to developers. Amazon has released Lumberyard which is described as a blend "of new and proven technologies from CryEngine, Double Helix, and Amazon Web Services".
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Leon_DiZ (19-03-2016),Nikos326_GR (18-03-2016),panos74gr (18-03-2016)
απίστευτη η τεχνολογία που ανέπτυξε η ninja theory με την epic κλπ
Ελπίζω και το παιχνιδι να βγει καλό και να κάνουν την μεγάλη επιτυχία που τους αξίζει χρόνια τώρα.
Leon_DiZ (19-04-2016)
Leon_DiZ (30-04-2016)
panos74gr (09-05-2016)
Sources: FIFA 17 Begins EA Sports Full Transition To Frostbite EngineAfter a disastrous transition to the Xbox 360 and PlayStation 3 consoles, EA Sports made it a priority to move into the PS4/Xbox One era armed with a new engine, dubbed Ignite. When it was announced in 2013, EA touted the engines superior artificial intelligence, improved animations, biomechanical physics, crowd technology, and flexible toolset that would greater enable its sports teams to share technology between the brands. The conversion to the new platforms went well save for NHL 15s bungled launch, but now EA is making another change to its sports label.
Multiple sources tell us that the FIFA, Madden, NHL, and NBA Live sports game will be transitioned to DICEs Frostbite engine over the course of the next few years. Frostbite is currently being used to power the vast majority of EAs larger game catalog, including the Battlefield, Star Wars: Battlefront, Dragon Age, Mass Effect, Need For Speed, and Mirrors Edge franchises. The next major sports game to make the leap to the new technology is FIFA 17. While Madden NFL 17. NHL 17, and NBA Live 17 are still using the Ignite engine, each is expected to convert in the near future.
FIFA 17 isn't the first EA Sports game to use Frostbite tech; 2015s Rory McIlroy PGA Tour was built on the platform as well by EA Tiburon. During its press blitz for PGA Tour, EA touted the engines prowess in creating outdoor environments and cutting load times between holes. The transition should also be aided by the fact that DICE already integrated the ANT animation system component of the Ignite engine into Frostbite during the development of Battlefield 3.
The move falls in line with the wider company strategy that EA executive vice president Patrick Sderlund shared with us at the 2015 E3. "I see a world where there is only one tech platform for us long term," he told us. "We just need to have a conscious plan and strategy for how we get there."
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The Adam demo is a real-time-rendered short film created with the Unity engine by our demo team. It runs at 1440p on a GeForce GTX980 and was shown on the booths at our Unite Europe conference.
Learn more about the Adam demo: http://unity3d.com/pages/adam?utm_sou...
What is Unity? – https://unity3d.com/unity?utm_source=...
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