Game graphics pickups 2018/10 Part0
Raytracing is finally here! Check out https://t.co/jpGbG5a72J
— DirectX 12 (@DirectX12) October 2, 2018
Another milestone hit w/ the release of Windows 10 October 2018 Update, which includes DirectX Ray Tracing (DXR), an industry standard API that gives all game developers access to use RTX hardware support of ray tracing.
Learn more: https://t.co/ERhdImBNcY #gamedev #dxr #rtx— NVIDIAGameDev (@NVIDIAGameDev) October 4, 2018
Willi Hammes presented @MAWIUnited's newest #UE4 pack that shows how games are going to look like in the upcoming years. Stunning results. https://t.co/B27Nea58x1 #gamedev #indiedev #3dart #unrealengine #gamedesign @UnrealEngine @UnrealDevs pic.twitter.com/PGlAxPEu0k
— 80 LEVEL (@80Level) October 1, 2018
— SunhiLegend (@SunhiLegend) October 3, 2018
#AssassinsCreedOdyssey lands today and there is a 110% chance we'll be spending the first 20 hours just taking pictures of @UbisoftQuebec's stunning vegetation (made with SpeedTree).@Ubisoft, Is there an achievement for cataloging all the flora of ancient Greece in photo mode? pic.twitter.com/PP190ixJDp
— SpeedTree (@SpeedTreeInc) October 5, 2018
"Importance Sampling techniques for GGX with Smith Masking-Shadowing"
Part1: https://t.co/06hGXtRGft
Part2: https://t.co/cWKaohniAs
by @schuttejoe— Dario Manesku (@dariomanesku) October 1, 2018
A new blog post from me…. 😁🤓😅 🤞
Correlated Multi-Jittered Sampling on GPUhttps://t.co/a87d9DOsfE— Balázs Jákó (@Balazs_Jako) October 4, 2018
With 13 lines of code (and a bit of setup) you can make a #unity3d scene into a performance test with profiler markers collected and compared automatically. Made available in github this week.https://t.co/VhQZgg9rH9 pic.twitter.com/ejOkTvHMFE
— Thomas Petersen (@UnityQAThomas) August 28, 2018
I'd like to declare Friday Vehicle Suspension Appreciation Day! 🙂 Working on the handling and suspension on all our vehicles is a lot of fun. This one was special though. I really like how out turned out. It's a blast to drive! 😀 pic.twitter.com/eQcvpRgRVv
— DICE (@EA_DICE) October 5, 2018
Check out the technical details on the features and techniques used to create our real-time ray tracing demos, “Reflections” and “The Speed of Light” in this @nvidia interview. https://t.co/8zTqmvQ4gC – #UE4 pic.twitter.com/qOsL0h6dfd
— Unreal Engine (@UnrealEngine) October 5, 2018
Houdini for #gamedev presentation by @gameloft! Procedural Backgrounds, Rock Formations, Vegetation Tool, Visualizing Vertex Density, Mesh Processing for Realtime VFX, Vertex Destruction and more! Originally presented at MIGS https://t.co/2sFU79TTni pic.twitter.com/XmmiuxhR4Q
— SideFX (@sidefx) October 5, 2018
under glass #madewithunity #unity3d
more shader play and trying to create procedural geometry "inside" a dynamic soft body with a bunch of vector math pic.twitter.com/i3wlKxGOzt
— Adam Samson (@adamshmamshon) October 5, 2018
If you like interior mapping, you will love that @PolygonCherub provided us with a whole implementation to look at. Available as Shader Forge File and Graph as JPG: https://t.co/5l4m3iqdCh#gamedev #interiorMapping #isThatArealWindow #OhItsJustAPlane #WhyDoesItLookSoGood #magic pic.twitter.com/iyKDP2oiBE
— Simon (@simonschreibt) October 5, 2018
This is what hell looks like. https://t.co/i9oolN6cXj
— Bent Stamnes (@gloom303) October 5, 2018
WHAT
THE
FUCK pic.twitter.com/xvQpnsCDmH— Somov (@iam_somov) October 4, 2018