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Near Photorealism Driven By MSAA | Graphics Optimization By Devs Who Care by ThreatInteractive in HalfLifeAlyx

[–]ThreatInteractive[S] 0 points1 point  (0 children)

He's saying you don't need dlss if you just "have shadow maps and non dynamic lights with none changing shaders"

We never said this. Once again someone misquotes/puts insanely false statements into our mouths and pretends to "correct" us.

Again, it's very valid to call out the out of date plugin part that should be relicensed or whatever from Square Enix

It's not a plugin, it's just a shader update.

Going up to 15:30, he mentions how it's subpixel data, which is great info! But does that car... Move?

It has nothing to do with mobility. You clearly have zero idea about why this was shown.

Because once it does, the lighting changes, and the game doesn't have that capability unless baked into the light/shadow maps.

The technologies we spoke about have nothing to do with baked lighting.
Your comment is a perfect example of why we refuse to respond to low quality rants but we'll make a quick example of your ignorant statements.
Forward+ rendering can support dynamic lighting.

For those interested, the direction we'll be taking indirect lighting can be easily deduced by viewing our video on Dynamic lighting, Days Gone, & KCD2.

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Can someone explain what this rendering effect is? by CarterMcSwaggins in GraphicsProgramming

[–]ThreatInteractive 1 point2 points  (0 children)

As other commenters said, it's LOD dither used to prevent pop.

We covered this topic a bit in our Nanite video here(chapter timestamp) since it's a fine balance between performance and visual fidelity.

We also made a ranking of engines executes this technique based on optimization and subtleness in the same chapter(You can pause and read the full opinion list)