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Iridium 1.0 Beta
#272855
06/20/09 04:18
06/20/09 04:18
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Joined: Apr 2008
Posts: 235 TEXCOORD3
OP
Member
Iridium 1.0 Beta
Iridium 1.0 Beta! The wait is over! An official Iridium Beta Version will be released Monday, June 22, 2009! If you have registered with us to test Iridium, you will get an email Monday at 10:00 am est with the download link, password, and manual. Enjoy these screens! Hopefully they will tide you over for two days!
-Michael Auerbach-
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Re: Iridium 1.0 Beta
[Re: croman]
#273095
06/21/09 12:58
06/21/09 12:58
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Joined: Jul 2005
Posts: 1,930 Austria
Dark_samurai
Serious User
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Serious User
Joined: Jul 2005
Posts: 1,930
Austria
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All the pictures look like running around after 15 can of beer ^^ The truth is, that I don't see anything special in this screenshots. Only some specularity and this annoying edge blur. I know that I have not an eye for shaders so I don't know where I should look at... Maybe a video (without edge blur please!!!) can show me what this screenshots should show? I really appreciate all the work you put into this, so please don't understand this as negativ critism! But you should improve the quality of the screenshots because they simply don't show enough and I guess you have enough to show
ANet - A stable and secure network plugin with multi-zone, unlimited players, voip, server-list features,... (for A7/A8)! get free version
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Re: Iridium 1.0 Beta
[Re: lostclimate]
#273152
06/21/09 17:42
06/21/09 17:42
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Joined: Jul 2005
Posts: 1,930 Austria
Dark_samurai
Serious User
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Serious User
Joined: Jul 2005
Posts: 1,930
Austria
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Ok, but it's hard to see all that in those blurry screenshots. A video with showing all those features seperatly would be cool Edit: What I forgot to ask: Is this "engine" a collection of shaders like Shade-C, or a plugin like Sphere or something different? And how does all that work? What parts are still done by the acknex engine and what did you replaced? Why do we still need acknex or could Iridium be a stand-alone engine?
Last edited by Dark_samurai; 06/21/09 17:46.
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Re: Iridium 1.0 Beta
[Re: lostclimate]
#273158
06/21/09 18:21
06/21/09 18:21
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Joined: Apr 2008
Posts: 235 TEXCOORD3
Foxfire
OP
Member
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OP
Member
Joined: Apr 2008
Posts: 235
TEXCOORD3
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hey, The edge blurring can be disabled or tuned down easily so don't worry. Its actually atmospheric scattering, but I tuned it up so you can see it better.
The engine is a plugin, like sphere, that replaces or builds upon every aspect of visual rendering found in the A7 dll/engine. ALL code, including shaders, were written by me.
Iridium offers improvments over the A7 engine in the following areas:
-Advanced Culling-Next generation portal and early-z culling combined with entity visibility tests greatly improve framerate in complex scenes
-Unified Architecture-All entites are shaded with one shader. This way, all objects can have any combination of any surface type by using "material textures" for per-pixel texture lookup
-Global Illumination-Real-time Ambient Mapping via SSAO and real-time radiosity lighting via instant radiosity.
-Atmospheric lighting-all "air" is lighted as well as surfaces. This procedurally creates god-rays, atmospheric scattering, fog, and other effects
-Mesh Based Objects-Lights,fog,particles,and atmospheric objects are controlled by setting flags and manipulating meshes - no need to call functions or learn new object types!
-Deferred Shading-Create scenes with dozens of lights per frame! Dozens of small lights take the same time to render as one large light!
-Unified Shadow Mapping-Create shadow casting spot, omni, directional, and ambient lights that are automatically managed and culled. Sunlight and atmospheric light are automatically created via a function call. You can easily turn on and off dynamic sunlight via portals and tracing.
-Soft Particles-Fast and effective depth clipping for all particles. Alpha blended particles are also supported.
-Advance Alpha-to-coverage-Advanced support for fullscreen transparent anti-aliasing.
-Advanced Enviromental Effects-Rain,Clouds,Water,Snow,Ice, and other effects are easily created through particles and per-pixel materials.
-Intuitive Wind and Foliage System-Wind is applied via a wind map. Apply a "flexibility map" to your entity to control how much different parts of your entity are effected by wind!
These are the primary features of Iridium. The plugin is approximatley 0.17 GB in size and will be compiled into a single dll or .c file. All code is closed source for personal use. You can contact me for a full license with open source code.
-Michael Auerbach-
http://www.groundtacticsgame.com/Alienware m17x R Custom laptop specs: Intel Core 2 Extreme Quad CPU Q9300 2x Nvidia 280GTX 2GB vram 6GB ddr3 memory@ 1333Mhz 512GB SSD 1200p 17' screen runs Crysis Warhead on max settings at 1200p at 90 fps
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Re: Iridium 1.0 Beta
[Re: Foxfire]
#273161
06/21/09 18:42
06/21/09 18:42
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Joined: Jul 2005
Posts: 1,930 Austria
Dark_samurai
Serious User
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Serious User
Joined: Jul 2005
Posts: 1,930
Austria
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Wow, sounds like you put an huge amount of time into this. So, what price can we expect? What do you think about creating a high quality video with all those effects shown seperatly? I think a little promotion video would increase your sells alot What I have in mind is something like the cry engine 2 video, or like all the other engines have for example unreal.
ANet - A stable and secure network plugin with multi-zone, unlimited players, voip, server-list features,... (for A7/A8)! get free version
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Re: Iridium 1.0 Beta
[Re: Dark_samurai]
#273168
06/21/09 19:24
06/21/09 19:24
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Joined: Nov 2007
Posts: 1,032 Croatia
croman
Serious User
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Serious User
Joined: Nov 2007
Posts: 1,032
Croatia
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i vote for video too, but i had hard time persuading him to make one hope you'll make one now :P
Ubi bene, ibi Patria.
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Re: Iridium 1.0 Beta
[Re: croman]
#273196
06/21/09 22:23
06/21/09 22:23
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Joined: Aug 2008
Posts: 133 Sweden, Stockholm
Enduriel
Member
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Member
Joined: Aug 2008
Posts: 133
Sweden, Stockholm
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I have a question about how this plugin renders mucho grande amount of entities I don't really get this one shader on all entities, does it sort them out depending on their material before rendering to do as little draw calls as possible, I remember when I used PIX to check some engines and they were horrible on this. Also is it possible to implement instancing on irridum for tons of grass, trees and rocks to improve the fps even more, similar to sandbox 2 levels, if it's not already there I have no ideas how much the acknex SDK allows you do modify the engine but these are just some stuff I wonder Thanks for your effort on this awesome stuff and peace out!
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Re: Iridium 1.0 Beta
[Re: Enduriel]
#273200
06/21/09 23:53
06/21/09 23:53
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Joined: Apr 2008
Posts: 2,488
ratchet
Expert
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Expert
Joined: Apr 2008
Posts: 2,488
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Not a video ! A running demo to test the thing in our Pc Why not some menu to activate/deactivate shaders/lights in real time; just to see it's not baked ! A part from that , the shots show too much blurr, and last image shows full specualar on normal maps (old basic shaders) : any engine can do that ! Sorry ,i see nothing beautifull in those screen : i mean they are cool , but there is nothing new visually ! It would be as beautifull with Lightmaps ! And don't sure in an action game , you'll take the time to notice the difference ! Bring on a running demo (. exe file) Well . . .
Last edited by ratchet; 06/22/09 11:08.
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