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Posted 11 August 2011 - 01:55 AM

Posted 11 August 2011 - 02:01 AM
Images by themselves aren't interesting. Also a good thing you're using a new account here with that kind of attitude.If this is not interesting for AAA developers, they are idiots.
I set -1 to your previous post, because I thought you were very rude to David, who was simply asking for an explanation of the pictures. He's a professional who knows what AO is, but without any text to go with those pictures, they were fairly meaningless.So, who set -1 to my previous post?
Posted 11 August 2011 - 02:42 AM
Posted 11 August 2011 - 02:52 AM
Posted 11 August 2011 - 03:14 AM
It is true what everything above has been said.
I did tried the same thing with my shadow mapping algorithm (CSSM) and got the same response...
I've pitched idea to Crytek and instead of showing interest for the algorithm, Cevat Yerly replied with the yob offer (witch I ended up declining because working on technology that is more inferior than my home projects for mire 4.5K euros a month would probably drove me insane - it would be a waste of my time).
The thing is I want to share my algorithms with the rest but it is getting so darn hard to public them (my old mentor is helping me rewrite them properly).
Basically for the PHD you only need three mayor papers so it would be a shame if I just release them without profiting in ECTS points.
you declined to work at the company thatmade the Crysis series?
im pretty shure they have very sophisticated thechnology.
i would have accepted.
I do admit they have done some amazing work with the shaders. It is most impressive, but everything else is just average (somethings even below average)...
Engine design today is just awful (not just Crytek, but every mayor player including Carmak and the rest). Engines are very limited and most of the development goes into graphic efects which in my opinion shouldn't even be part of the engine.
Consider this graphic engine design and compare it with how things are generally done and then make conclusion if thing that Crytek is doing is advance or not:Don't get me started on physic engine limitation, network limitations, spatial limitations, logical limitations... It will newer be able to run a game with land-able dynamic planets big spaceships and some decent multilayer (I expect nothing more than peer-to-peer MMO in completely dynamic world with out of scale objects). Basically it is designed for small things - small static levels where you can only shoot at things and that is all you will ever be able to do...
- graphic engine without limitations - fully generic graphic engine (doesn't try to understand the data just how to send it to the graphic card) - can be written in less than 2000 lines of code and there you go, you have the holy grail of engine design and no one will ever be able to write better (DX11) graphic engine. You can send it voxel data, triangle meshes, sparse voxel octrees, + anything else that will be invented and you newer have to change a single line of code because the engined doesn't care about the data - it just cares about the rules for calculating appropriate rendering technique for the supplied geometry data, material data and render mode (lighting, depth, color, z-prepass..) - all this + the shaders can be put in game data (not engine). NO ONE DOES THINS LIKE THIS - everyone is harcoding effects/passes into their engines which is too much work and more and more limited. I hate when they do tech demo of some new graphic engine and then spend 15 minutes showing graphical effects. The moment they do that, I know that their graphic engine is crap. Instead, show my how flexible it is - will it be able to run something that will come up in 3 years from now without me having to "heavily modify it" (I hate when they say that) or buy new version of the engine.
- Camera Space Shadow Mapping was developed as a single line of code implementation for shadow that will never fail you and will work for every case (even big pointlights). Basically it is just one function that generates 3 shader parameters. If at one point in time we decide to user sparse voxel ocrees or something else - no problem - in our shaders we just ignore those 3 parameters. With other engines multiple shadow algorithms are implemented and they take on most of the graphic engine code that will eventually be obsolete. The moment you implement some other shadow algorithm (cascaded, cube, volumes...) you've made assumption about how things will be render and that means that your graphic engine is not generic any more - it is not all-powerful and it will soon be full of old useless code....
Posted 11 August 2011 - 03:28 AM
Posted 11 August 2011 - 04:18 AM
Ha-ha-ha, -2 for my post with comics are showing the truth. Rest in peace, graphics programmers, you are absolutely incompetent, all you can do is just to multiply matrix and vectors. You are dead already, the appendage of computers, nothing more.
Graphics of Crysis 2, Unreal engine dx11 - all deep throat sucks. God bless japanese developers.
>Not really interested in the AO at all after seeing those as far as quality is concerned. For any interest, it would have to be proven to be faster than most other AO implementions and have zero impact on artist workflow/pipeline. Also, you're not likely to get an interest from other developers by your attidude
Why should i proove here something? I told that already, it's faster, it's not ssao.
Posted 11 August 2011 - 04:54 AM
Posted 11 August 2011 - 05:42 AM
Posted 11 August 2011 - 06:20 AM
No. It's not and no overhead like that. The size i used allow to lit good buildings up to 50*50*50 meters of size and small objects like cars, peoples. Objects like guns are too small, so better to combine with other methods.
Posted 11 August 2011 - 06:40 AM
Posted 11 August 2011 - 07:17 AM
Posted 11 August 2011 - 07:58 AM
Has anyone really been far even as decided to use even go want to do look more like?? You’ve got to be kidding me! I’ve been further even more decided to use even go need to do look more as anyone can. Can you really be far even as decided half as much to use go wish for that? My guess is that when one really been far even as decided once to use even go want, it is then that he has really been far even as decided to use even go want to do look more like. It’s just common sense.
Posted 11 August 2011 - 12:22 PM
Posted 11 August 2011 - 12:33 PM
Guys, i'm bored. When i came here to ask, expected something like this, but not such negative to me without any trust. How dare are you to tell me that i'm lier, bad and rude if you guys just trolling me? What actually do you want from me by saying all of that? I'm not the competitor, i'm not advertising, i wasn't angry. If someone making things better than others, is that bad? You are redicilous if it's like that. Proove me then that you can do better, otherwise shut up or just help me.
Posted 11 August 2011 - 02:34 PM
Posted 11 August 2011 - 02:46 PM
gsamour
I don't know what you or anyone else here calling good quality of ao (realtime, any method, gi or other complex allowed) and what kind of objects or scene is correct to compare. Show me the screenshot how ao must looks like in final game and if this technique exist (dynamic objects at least). What it changes if i'll do photorealistic demo and developers ignore that the same way as now? Just show me what is right.
Posted 11 August 2011 - 03:12 PM
What it changes if i'll do photorealistic demo and developers ignore that the same way as now?
Who said that all developers ignore you? They're just angry because you're saying pretty much this to them:What it changes if i'll do photorealistic demo and developers ignore that the same way as now?