I saw someone mention the specular model in the newsletter thread, and I thought "who would be telling people about that kind of thing?"We've done some big changes to our specular model / tonemap, look out for these in the next build.
I saw someone mention the specular model in the newsletter thread, and I thought "who would be telling people about that kind of thing?"
(yeah, I was at the pub)
Oh Greg, never say never Add energy drinks at just the right moment and you never know what you'll get.MSAA isn't an option for us
Oh Greg, never say never Add energy drinks at just the right moment and you never know what you'll get.
As Head of Rendering he probably want to know for sure what he is going to get!
Oh I know what I'll get if I add energy drinks.... and it scares me.
The Red Robots? No, it's TopatoCo/ExplodingDogHi Ben, Do you get your t-shirt from Threadless?
Methinks a couple of energy drink crates will get us at least OGSSAA.
I wonder what would a barrel of ouzo do..
Great interview.
On the subject of planets as light sources, does this mean that E: D will implement Earthshine? Or is it more about cumulative tiny lights from cities etc?
Original... Gangster... SSAA?Methinks a couple of energy drink crates will get us at least OGSSAA.
I wonder what would a barrel of ouzo do..
Hopefully Ben is off doing something beyond just coding as it's Friday night.
Interesting read on Christian Shüler blog, nice to see some thought out points - thanks for the link. I'll throw in a few quick answers
We handle AA in software (mainly due to our deferred lighting). We have a couple of options that we let people choose. We might bolt on more in the future, but it'll be later in the day as it's a "low tech risk" to add more, compared to some other work. FXAA is very soft and it does smush interiors of polys, though it also fights some specular aliasing gremlins. There are definitely better out there, but it's quick and we had a version of it already.
I'd be a rich man if I got some money for every time I heard ray tracing was the future of real-time graphics. Lets just say we're not there yet (IMHO) We've done some big changes to our specular model / tonemap, look out for these in the next build.
Dynamic Exposure (thank you for not calling it HDR ) is something we go forward and back over. The short answer, is it just doesn't work as you want it to without making the game look ugly most of the time for a few special moments.
Internal shadows, in the works.
Greg
Original... Gangster... SSAA?
I had to look that up, I think we've got an oversampling option that can currently be enabled by text file. Greg didn't want it right there in the option screen at first release, for fear that people would turn it on and then complain about the performance.
So technically, yes. If energy drinks are inserted, you'll get at least OGSSAA.
Speaking of player fears about performance, here is an idea. Mike Evans did a very good job putting explanatory tool-tips to the almost two hundred different key/controller bindings. These really help the player a lot in determining what each setting affects, and if we get in the future different tabs/menus for specific control groups I think that the options menu will be perfect.
I think that putting advanced (and GPU hungry) graphical options in the game (and not as a line in a text cfg file) would not hurt it, provided FDEV does the same thing with graphics options as it did with the controls and provides documentation for all options in tooltips.
ps: on a completely unrelated note, what is your favorite energy drink Ben and Greg?