![]() ![]() Lack of hardware PCF support (in dx11 you can use Gather4, so this only applies to old-gen render systems).That means not tesellation at all (even current dx11 impl doesn't allow you to access texture units in hull/domain programs.) Lack of full DX11/OG元+ support (with full I mean production-ready, which is not the case right now, hope it'll be after the summer ).Main ogre problems regarding crysis 3 rendering techniques: ![]() "The Rendering Technologies of Crysis 3". Care to explain why these are not realtime renderable in Ogre? ![]() Holocronweaver wrote:Interesting compilation. To me, better examples of what you can't achieve with ogre (in realtime) are these: Just pay some attention to the individual images:ġ, 2 & 4: Nothing serious but an aggresive DOF, you can't notice the quality of the scene foliage behing these modelsģ: No real ocean on this image (you can notice it's not the cryengine ocean, just the solution for river/lakes), just shadows (maybe with HW PCF, which you can't enable with ogre but some more shadow sampling does the trick), and good foliage/models. Why? I'm not talking about the original tech used to render these images, just about them as-is (because yes, ogre can not handle the tech behind the oiginal scene in cryengine, but these individual images aren't impossible to reproduce in Ogre at interactive framerates) Sparkprime wrote:This is absolutely untrue. ![]()
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