And Unigine Heaven running on the PlayStation3, without tessellation of course ;)
Friday, April 30, 2010
Thursday, April 29, 2010
Monday, April 26, 2010
PlayStation3 Unigine status
First launch of Unigine on PlayStation3:
Engine::init(): can't create log file
Xml::load(): can't open "/unigine.cfg" file
Config::load(): can't open "/unigine.cfg" file
Engine::init(): clear video settings for "RSX Reality Synthesizer"
FileSystem::load_dir(): can't open "/data/" directory
Unigine fatal error
Engine::init(): can't create log file
Xml::load(): can't open "/unigine.cfg" file
Config::load(): can't open "/unigine.cfg" file
Engine::init(): clear video settings for "RSX Reality Synthesizer"
FileSystem::load_dir(): can't open "/data/" directory
Engine::init(): can't initialize filesystem
Engine::init(): can't create log file
Xml::load(): can't open "/unigine.cfg" file
Config::load(): can't open "/unigine.cfg" file
Engine::init(): clear video settings for "RSX Reality Synthesizer"
FileSystem::load_dir(): can't open "/data/" directory
Unigine fatal error
Engine::init(): can't create log file
Xml::load(): can't open "/unigine.cfg" file
Config::load(): can't open "/unigine.cfg" file
Engine::init(): clear video settings for "RSX Reality Synthesizer"
FileSystem::load_dir(): can't open "/data/" directory
Engine::init(): can't initialize filesystem
Sunday, April 25, 2010
PlayStation3 framework status II
PlayStation3 framework is ready for Unigine. Tomorrow will be awesome.
Friday, April 23, 2010
PlayStation3 framework status
Framework for PlayStation3 is almost complete. I should just write several base classes before Unigine PS3 migration.
There are ugly screens from PlayStation3 ;)
PS3Texture, full 2D support, 3D and Cube will be available soon:
PS3Gui, this is a mind-blowing stuff because of full mouse and keyboard support:
PS3Shader, can't say about details, but they work really great ;)
PS3Mesh:
PS3MeshSkinned, vertex shader based skinning for beginning:
PS3MeshDynamic:
PS3Particles, just PPU based simulation:
PS3Grass:
There are ugly screens from PlayStation3 ;)
PS3Texture, full 2D support, 3D and Cube will be available soon:
PS3Gui, this is a mind-blowing stuff because of full mouse and keyboard support:
PS3Shader, can't say about details, but they work really great ;)
PS3Mesh:
PS3MeshSkinned, vertex shader based skinning for beginning:
PS3MeshDynamic:
PS3Particles, just PPU based simulation:
PS3Grass:
Wednesday, April 21, 2010
ATI2 to DXT5 conversion
Sunday, April 18, 2010
Friday, April 16, 2010
Our tessellation talk from GDC
Practical Use of Tessellation in Unigine Heaven Benchmark
by Denis Shergin, Alexander Zaprjagaev
from NVIDIA Game Technology Theater @ GDC
by Denis Shergin, Alexander Zaprjagaev
from NVIDIA Game Technology Theater @ GDC
Wednesday, April 14, 2010
Wednesday, April 7, 2010
Hybrid render
Unigine render has severely mutated. New render capability of light pre-pass rendering mode is added. Forward and light pre-pass rendering can work at same time. The rendering mode of the lights can be easily switched with the distance, allowing light LOD system of a kind. Light pre-pass rendering mode doesn't multiply the amount of rendered geometry and results in a moderate quality level (because using Phong shading with fixed specular power). At the same time, forward-rendered lights can have all the shading variations, such as Phong-Rim, Anisotropy and Fresnel-based specular component.
Forward rendering:
Light pre-pass rendering:
Forward rendering:
Light pre-pass rendering:
PS: These screenshots are powered by OpenGL 4.0 tessellation.
Forward rendering:
Light pre-pass rendering:
Forward rendering:
Light pre-pass rendering:
PS: These screenshots are powered by OpenGL 4.0 tessellation.
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