I guess it's time to update my pinned post.
Hi, I'm Mr F.
I work on Bakery, the GPU lightmapper: https://t.co/7Egmju0kvz
I also work on Faded, my game: https://t.co/pYsCMPzLH9
Also other stuff: https://t.co/TZAyBFzi9c
I'm against the war: https://t.co/Sr5SgtOfmJ
@ChimpSquared@adc_bx Yeah, all 3D artists I know bake a comprehensive list of maps from hi and use it to texture on low. Having some ID map with different logical parts in different color is often useful for masking. Only with photogrammetry it's common to bake albedo from hi.
@timsoret If it's on the internet and in the AI knowledge, then it's already likely to be covered million times. Many cities have amazing places that are barely ever mentioned at all, or at least not within the aesthetic context.
Light Matter
f z,d
@(80)
{
f3 p = z * nor(2*C.rgb - R.xyy);
p.z++,d=4
@(3)
d *= .8, p += sin(p.yzx/dot(p,p)*d+T) / len(p) / d;
z += d = len(p) / 45, O += (sin(z+f4(,1,8,)) + 1) / d / d * z
}
O = tanh(O / 8e5)
On some GPUs (eg GCN/RDNA) 24bit integer muls/mads are 4x faster than 32bit ones. 24bit instructions are not exposed in HLSL/GLSL but you can encourage the compiler to use the 24bit intrinsics by zeroing the 8 most significant bits, if the range allows it, for faster integer ops.
@Terry_Hendrix@bkaradzic DX->VK is just a small part of the problem. The main part is raytracing/denoising, for which Bakery was historically using OptiX. NVidia still supports it for both Win/Linux. No Mac obviously. Yes I can rewrite ray-tracing for VK, but it's basically a completely new Bakery.
@bkaradzic Maybe, but Linux is at least doable, because it has more compatible APIs. Macs live in their own standards/libraries bubble and I'm not sure you can even develop for them without having a physical Mac, and I have zero reasons to buy it for myself.
@bkaradzic By difficulty it is:
- Linux: doable (but needs time).
- AMD: hard (can't use any NV APIs, huge rewrite, not sure about feature parity)
- MacOS: can't be bothered, would have to rewrite everything
@Viggle_PINOC@playcanvas Nice! Tested it. Overall gets pretty close to video reference, but seems to be unable to reproduce very extreme/intense motion, kinda softens everything.
Ubisoft is getting backlash over Anne Bonny in Assassin’s Creed Black Flag Remake.
In the original 2013 game, Anne Bonny had a bold outfit with cleavage that matched her tough pirate style, but in the remake her top is much more covered.
They probably hired a consultant to adjust for modern audiences.
Fans are angry because they say Ubisoft censored her look and only changed her clothes while leaving everyone else the same.
If it’s not a big deal, why change it
@krispy1337 Even if you have very rough indirect probes, you can still trace at least near-field occlusion from these probes (any method, from screen-space to rtx)
- You don't have to bake final static lighting. GTA5 has vertex-baked sky occlusion/sky bounce/distant lights direct/indirect. They utilize this data in their dynamic weather system. STALKER had a similar system. You can bake whatever.
On all-realtime vs all-baked debate (imho):
- Depends on the game. Teardown is one thing, CoD is another. Different tradeoffs for different gameplay.
- Depends on the place. Many games mixed different approaches for interior/exterior. (thread)
Lumen looks slightly worse, since it calculates the lighting at runtime. Offline cooker can afford to spend much more CPU/GPU time for baking a single static lightmap/volume. Lumen is also slower at runtime for the same reason, but avoids multiple hour cook and 100GB+ game size.