Google-apps
Hoofdmenu

Post a Comment On: C0DE517E

"Being more wrong: Parallax corrected environment maps"

5 Comments -

1 – 5 of 5
Blogger Mr F said...

Perhaps we can use some smart BRDFish screen-space blur to produce variable roughness look from mirror reflection render? This way any crazy cubemap projections, SSR and whatnot could be unified. Something like this? http://www.nvidia.com/docs/IO/78196/HPG09-ISG.pdf

March 29, 2015 at 3:08 AM

Blogger DEADC0DE said...

Yes that indeed can be a good idea and I wouldn't be surprised if someone already used it to some extent, as there are people that do SSR via a post-blur and most SSR techniques do fallback to some sort of cubemaps...

But of course that is at a cost of an extra pass.

March 29, 2015 at 11:01 AM

Anonymous Anonymous said...

Modern game lighting = a bunch of stupid hacks

And the reality is that the result doesn't even look that good.

Take Destiny vs Mario Kart 8, technically Destiny is more accurate, but in reality I'd rather stare at MK.

April 7, 2015 at 2:03 AM

Blogger Doug said...

Yeah Ive always thought it kinda funny that everyone spends a lot of time matching their cube maps to their BRDF function and then make it completely wrong by projecting it. But most people think it looks great because wrong reflections are better than no reflections. I showed people at the office the Unreal Paris demo and they were blown away. Tons of places where the reflections are breaking down or just flat out wrong. For instance the cube map on the chrome light fixture in the hallway is not even from the hallway, they are from the room that isnt visible from that position. But from a distance it looks like chrome and thats all most gamers care about.

April 27, 2015 at 4:14 PM

Anonymous Anonymous said...

"But most people think it looks great because wrong reflections are better than no reflections. I showed people at the office the Unreal Paris demo and they were blown away. Tons of places where the reflections are breaking down or just flat out wrong."

"But from a distance it looks like chrome and thats all most gamers care about."

Physics provide one great BASIS for beautiful imagery, but that's it. Just look at art and pictures brought to life by people from scratch. They don't calculate the fresnel term in their head when they draw those images. The lighting in them is 'wrong' but the end result can be quite beautiful. Photorealism is merely one stylistic choice among many.

I never saw the flaws of realtime rendering in games until I started to do graphics programming myself. Now, unfortunately, I do see the static image jitters of TAA, cascade seams, fading SSR, flickering half-res SSAO, wrong static cubemaps... you name it. But the regular gamer does not because he is too busy caring about the actual game. They also could not care less if you use hacks / fake effects. The final result is what counts. NOT how it was achieved. It's just that it it's in engineers' nature to be obsessed with correctness, even when dealing with creative and subjective things. I'm guilty of this myself.

August 24, 2019 at 4:32 PM

You can use some HTML tags, such as <b>, <i>, <a>

Comment moderation has been enabled. All comments must be approved by the blog author.

You will be asked to sign in after submitting your comment.
Please prove you're not a robot