Posts with Tag: tech notes
by gekido on Apr.15, 2009, under Unofficial GameCore Blog, Updates
Now that we have the basics of the post-processing system complete, the fun part begins ;}
The list of default filters that will ship with GameCore has grown by a few since I posted the preview videos, and now includes such goodies as:
– Screen Space Ambient Occlusion (SSAO)
– Depth of Field
– HDR Levels / Non-HDR Levels
– Bloom
– Film Grain
– Thermal (infrared)
– Monochromatic
– Blur
The SSAO filter also provides screenspace radiosity options as well, so you can get a simple radiosity effect in a same style as the ambient occlusion. SSAO has become somewhat popular since CrykTek used it in Crysis, we’ve implemented it using a fairly similar technique.
by gekido on Apr.13, 2009, under Unofficial GameCore Blog, Updates
Just edited a quick video of the post processing in-action:
by gekido on Apr.13, 2009, under Unofficial GameCore Blog, Updates
So, we’ve been in hard-core crunch mode on the final GameCore 2.0 release that will be hitting the streets in the very near future and wanted to post a quick update about a few of the cool new toys that us developer-types have in our tool palette.
Full 64 bit Rendering
At high detail mode, the engine now uses a full 64 bit render buffer. This means true HDR / proper bloom effects among other fun stuff ;}
Configurable Post Processing Layers
Previously we had a couple of hard-coded post effects that you could use in your levels, namely HDR, Bloom & Blur. This system has now been expanded to allow completely user-configurable filter layers for your scenes, allowing you to mix & match your post effects.
Here are a few quick shots that I captured using pretty much the default settings. Some things that are being demonstrated: HDR / Bloom / Saturation (or de-saturation in this case) / Film Grain / monochrome (for the night-vision overlays) and this is just the tip of the iceberg

