Friday, April 30, 2010

PlayStation3 Unigine status IV

And Unigine Heaven running on the PlayStation3, without tessellation of course ;)





PlayStation3 Unigine status III

Unigine Tropics running on the PlayStation3:





Thursday, April 29, 2010

PlayStation3 Unigine status II

World first PlayStation3 Unigine Sanctuary benchmarking.

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

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:

Wednesday, April 21, 2010

ATI2 to DXT5 conversion

Unigine uses ATI2 (BC5) texture compression for normal maps. PlayStation3 doesn't support this compression. But after fast bit rearranging we can obtain DXT5 texture with acceptable quality. And it's much better than uncompressed textures :)

2x zoom

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

Wednesday, April 14, 2010

Massive particle systems

This explosion effect consists of terrific number of internal particle systems:

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.