Nuovo benchmark Unigine in arrivo?
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Vediamo cosa mi rispondono, mi è appena arrivata una mail dal canale sviluppatori di Unigine, e queste sembrano immagini di un test (nome "Valley"?):
Development Log | Unigine (3D engine for games and real-time virtual worlds)



Render
Completely new vegetation system: trunk bending, rotation of billboard leaves, spatial noise for randomized movement of vegetation.
Added the motion blur postprocess (takes into the account both the camera velocity and velocities of physical bodies).
Added indirect occlusion (SSDO) to simulate real-time global illumination.
Complete shaders refactoring (all texture samplers were shifted).
Unified LOD system for all objects, parameters are in surface settings (visible and fade distances are removed from objects).
Smooth transition between LODs for all meshes, 3D GUI objects and billboards basing on the screen space noise. Leaves use fading based on the to alpha test scale.
Improved stereo 3D model: parallel axis asymmetric frustum perspective projection instead of the old toe-in projection. Now there are only two stereo 3D parameters: depth and eyes distance.
Added mesh_terrain_base base material for mesh-based terrains.
Slice count in volumetric clouds became tweakable (ObjectSky).
Transparent surfaces are sorted by the the distance from the oriented bounding box (OBB).
Unified shadow rendering for all light types into a single pass.
Improved tesselation DIP performance.
Eliminated deferred buffer conflicts.
Added dedicated depth buffer with 24 bit precision, dedicated diffuse color, normals and parallax offset buffers.
Different sets of deferred buffers are used depending on the render settings.
Added a super-simplified rendering of lights - pure deferred shading, when geometry is drawn only once. It is activated with 'render_deferred 2' console command and can be very useful for old hardware.
Fixed a bug by WidgetSpriteRender rendering.
Improved ObjectVolumeBox precision.
Fixed PolygonOffset in auxiliary and refraction passes.
DirectCompute is not used for postprocesses, beacuse it has proven to be useless.
Added more render profiler counters (RT*); use 'render_profiler 1' console command to activate.
Added support of of circle and circular sector rendering into the visualizator.
WorldClutter can be randomized with a seed.
Global scale parameter for all distance-related render parameters, including LODs (easy quality/performance tuning).
Fixed sRGB on diffuse texture of terrain.
Improved parrallax occlusion mapping quiality.
All objects can be drawn into the auxiliary buffer.
Changed blending mode of the auxiliary buffer: now it's lerp() according to its alpha value.
Added a sky background cubemap into the ObjectSky.
Added a shadow offset for billboard-based grass.
Added two more parameters for DoF.
Fixed Direct3D9 bug of rendering random additional geometry instead of a fullscreen polygon.
Several minor Direct3D9 bugfixes.
Added a fast antialiasing filter, use 'render_antialiasing 1' console command to enable.
Removed post_filter_antialiasing material.
Volume_cloud_base supports a gradient image for volume rendering.
Improved render streaming for objects with big number of surfaces.
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Vediamo cosa mi rispondono, mi è appena arrivata una mail dal canale sviluppatori di Unigine, e queste sembrano immagini di un test (nome "Valley"?):
Development Log | Unigine (3D engine for games and real-time virtual worlds)



Render
Completely new vegetation system: trunk bending, rotation of billboard leaves, spatial noise for randomized movement of vegetation.
Added the motion blur postprocess (takes into the account both the camera velocity and velocities of physical bodies).
Added indirect occlusion (SSDO) to simulate real-time global illumination.
Complete shaders refactoring (all texture samplers were shifted).
Unified LOD system for all objects, parameters are in surface settings (visible and fade distances are removed from objects).
Smooth transition between LODs for all meshes, 3D GUI objects and billboards basing on the screen space noise. Leaves use fading based on the to alpha test scale.
Improved stereo 3D model: parallel axis asymmetric frustum perspective projection instead of the old toe-in projection. Now there are only two stereo 3D parameters: depth and eyes distance.
Added mesh_terrain_base base material for mesh-based terrains.
Slice count in volumetric clouds became tweakable (ObjectSky).
Transparent surfaces are sorted by the the distance from the oriented bounding box (OBB).
Unified shadow rendering for all light types into a single pass.
Improved tesselation DIP performance.
Eliminated deferred buffer conflicts.
Added dedicated depth buffer with 24 bit precision, dedicated diffuse color, normals and parallax offset buffers.
Different sets of deferred buffers are used depending on the render settings.
Added a super-simplified rendering of lights - pure deferred shading, when geometry is drawn only once. It is activated with 'render_deferred 2' console command and can be very useful for old hardware.
Fixed a bug by WidgetSpriteRender rendering.
Improved ObjectVolumeBox precision.
Fixed PolygonOffset in auxiliary and refraction passes.
DirectCompute is not used for postprocesses, beacuse it has proven to be useless.
Added more render profiler counters (RT*); use 'render_profiler 1' console command to activate.
Added support of of circle and circular sector rendering into the visualizator.
WorldClutter can be randomized with a seed.
Global scale parameter for all distance-related render parameters, including LODs (easy quality/performance tuning).
Fixed sRGB on diffuse texture of terrain.
Improved parrallax occlusion mapping quiality.
All objects can be drawn into the auxiliary buffer.
Changed blending mode of the auxiliary buffer: now it's lerp() according to its alpha value.
Added a sky background cubemap into the ObjectSky.
Added a shadow offset for billboard-based grass.
Added two more parameters for DoF.
Fixed Direct3D9 bug of rendering random additional geometry instead of a fullscreen polygon.
Several minor Direct3D9 bugfixes.
Added a fast antialiasing filter, use 'render_antialiasing 1' console command to enable.
Removed post_filter_antialiasing material.
Volume_cloud_base supports a gradient image for volume rendering.
Improved render streaming for objects with big number of surfaces.
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Svizzera??

Sembra uno scenario bello pesantuccio

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Speriamo che il CEO di Unigine mi risponda con un bel "Yes"

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IL CEO mi ha confermato per mail che stanno lavorando ad un nuovo benchmark, c'ho preso

Preparate le schedine

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senna89 ha scritto:
software inutili, senza valore, servono solo per far adescare i noobsGuarda che il motore di Unigine muove anche videogiochi, troppo complicato andare nel canale sviluppatori della stessa società vero?
Inutile così tanto che è venduto sotto licenza

Tu ovviamente sei un ingegnere informatico a 21 anni vero per affermare che il motore è inutile (il benchmark serve come benchmark appunto, come riferimento, dato che questo e non "test" è la traduzione corretta che nessuno poi usa)?
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