<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Nuovo benchmark Unigine in arrivo?]]></title><description><![CDATA[<p>Vediamo cosa mi rispondono, mi è appena arrivata una mail dal canale sviluppatori di Unigine, e queste sembrano immagini di un test (nome "Valley"?):</p>
<p><a href="http://unigine.com/devlog/83/">Development Log | Unigine (3D engine for games and real-time virtual worlds)</a></p>
<p><img src="http://unigine.com/devlog/101102-valley1.jpg" alt="101102-valley1.jpg" /></p>
<p><img src="http://unigine.com/devlog/101102-valley2_sm.jpg" alt="101102-valley2_sm.jpg" /></p>
<p><img src="http://unigine.com/devlog/101102-valley3.jpg" alt="101102-valley3.jpg" /></p>
<p><strong>Render</strong></p>
<p><em>Completely new vegetation system: trunk bending, rotation of billboard leaves, spatial noise for randomized movement of vegetation.</em></p>
<p><em>Added the motion blur postprocess (takes into the account both the camera velocity and velocities of physical bodies).</em></p>
<p><em>Added indirect occlusion (SSDO) to simulate real-time global illumination.</em></p>
<p><em>Complete shaders refactoring (all texture samplers were shifted).</em></p>
<p><em>Unified LOD system for all objects, parameters are in surface settings (visible and fade distances are removed from objects).</em></p>
<p><em>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.</em></p>
<p><em>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.</em></p>
<p><em>Added mesh_terrain_base base material for mesh-based terrains.</em></p>
<p><em>Slice count in volumetric clouds became tweakable (ObjectSky).</em></p>
<p><em>Transparent surfaces are sorted by the the distance from the oriented bounding box (OBB).</em></p>
<p><em>Unified shadow rendering for all light types into a single pass.</em></p>
<p><em>Improved tesselation DIP performance.</em></p>
<p><em>Eliminated deferred buffer conflicts.</em></p>
<p><em>Added dedicated depth buffer with 24 bit precision, dedicated diffuse color, normals and parallax offset buffers.</em></p>
<p><em>Different sets of deferred buffers are used depending on the render settings.</em></p>
<p><em>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.</em></p>
<p><em>Fixed a bug by WidgetSpriteRender rendering.</em></p>
<p><em>Improved ObjectVolumeBox precision.</em></p>
<p><em>Fixed PolygonOffset in auxiliary and refraction passes.</em></p>
<p><em>DirectCompute is not used for postprocesses, beacuse it has proven to be useless.</em></p>
<p><em>Added more render profiler counters (RT*); use 'render_profiler 1' console command to activate.</em></p>
<p><em>Added support of of circle and circular sector rendering into the visualizator.</em></p>
<p><em>WorldClutter can be randomized with a seed.</em></p>
<p><em>Global scale parameter for all distance-related render parameters, including LODs (easy quality/performance tuning).</em></p>
<p><em>Fixed sRGB on diffuse texture of terrain.</em></p>
<p><em>Improved parrallax occlusion mapping quiality.</em></p>
<p><em>All objects can be drawn into the auxiliary buffer.</em></p>
<p><em>Changed blending mode of the auxiliary buffer: now it's lerp() according to its alpha value.</em></p>
<p><em>Added a sky background cubemap into the ObjectSky.</em></p>
<p><em>Added a shadow offset for billboard-based grass.</em></p>
<p><em>Added two more parameters for DoF.</em></p>
<p><em>Fixed Direct3D9 bug of rendering random additional geometry instead of a fullscreen polygon.</em></p>
<p><em>Several minor Direct3D9 bugfixes.</em></p>
<p><em>Added a fast antialiasing filter, use 'render_antialiasing 1' console command to enable.</em></p>
<p><em>Removed post_filter_antialiasing material.</em></p>
<p><em>Volume_cloud_base supports a gradient image for volume rendering.</em></p>
<p><em>Improved render streaming for objects with big number of surfaces.</em></p>
]]></description><link>https://www.xtremehardware.com/forum//topic/16991/nuovo-benchmark-unigine-in-arrivo</link><generator>RSS for Node</generator><lastBuildDate>Tue, 28 Apr 2026 21:29:24 GMT</lastBuildDate><atom:link href="https://www.xtremehardware.com/forum//topic/16991.rss" rel="self" type="application/rss+xml"/><pubDate>Thu, 04 Nov 2010 22:42:56 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to Nuovo benchmark Unigine in arrivo? on Fri, 05 Nov 2010 20:40:02 GMT]]></title><description><![CDATA[<blockquote>
<p><strong>senna89 ha scritto:</strong></p>
<div>software inutili, senza valore, servono solo per far adescare i noobs</div>
</blockquote>
<p>Guarda che il motore di Unigine muove anche videogiochi, troppo complicato andare nel canale sviluppatori della stessa società vero?</p>
<p>Inutile così tanto che è venduto sotto licenza <img src="/assets/uploads-legacy/emoticons/cheesy.gif.07c2db7a64fea79abc1c760cfe268c62.gif" alt=":D" /></p>
<p><a href="http://unigine.com/licensing/">http://unigine.com/licensing/</a></p>
<p>Tu ovviamente sei un ingegnere informatico a 21 anni vero per affermare che il motore è inutile (il benchmark serve come benchmark appunto, come <em>riferimento</em>, dato che questo e non "test" è la traduzione corretta che nessuno poi usa)?</p>
]]></description><link>https://www.xtremehardware.com/forum//post/243820</link><guid isPermaLink="true">https://www.xtremehardware.com/forum//post/243820</guid><dc:creator><![CDATA[lowenz]]></dc:creator><pubDate>Fri, 05 Nov 2010 20:40:02 GMT</pubDate></item><item><title><![CDATA[Reply to Nuovo benchmark Unigine in arrivo? on Fri, 05 Nov 2010 17:38:21 GMT]]></title><description><![CDATA[<p>IL CEO mi ha confermato per mail che stanno lavorando ad un nuovo benchmark, c'ho preso <img src="/assets/uploads-legacy/emoticons/wink.png.981122a168c49b836247b5559b1cdcb0.png" alt=";)" /></p>
<p>Preparate le schedine <img src="/assets/uploads-legacy/emoticons/cheesy.gif.07c2db7a64fea79abc1c760cfe268c62.gif" alt=":D" /></p>
]]></description><link>https://www.xtremehardware.com/forum//post/243819</link><guid isPermaLink="true">https://www.xtremehardware.com/forum//post/243819</guid><dc:creator><![CDATA[lowenz]]></dc:creator><pubDate>Fri, 05 Nov 2010 17:38:21 GMT</pubDate></item><item><title><![CDATA[Reply to Nuovo benchmark Unigine in arrivo? on Thu, 04 Nov 2010 23:00:36 GMT]]></title><description><![CDATA[<p>Speriamo che il CEO di Unigine mi risponda con un bel "Yes" <img src="/assets/uploads-legacy/emoticons/cheesy.gif.07c2db7a64fea79abc1c760cfe268c62.gif" alt=":D" /></p>]]></description><link>https://www.xtremehardware.com/forum//post/243818</link><guid isPermaLink="true">https://www.xtremehardware.com/forum//post/243818</guid><dc:creator><![CDATA[lowenz]]></dc:creator><pubDate>Thu, 04 Nov 2010 23:00:36 GMT</pubDate></item><item><title><![CDATA[Reply to Nuovo benchmark Unigine in arrivo? on Thu, 04 Nov 2010 22:58:00 GMT]]></title><description><![CDATA[<p>Svizzera?? <img src="/assets/uploads-legacy/emoticons/cheesy.gif.07c2db7a64fea79abc1c760cfe268c62.gif" alt=":D" /></p>
<p>Sembra uno scenario bello pesantuccio <img src="/assets/uploads-legacy/emoticons/smiley.gif.f48988bc9f0a933ee8c95d6f744c3df1.gif" alt=":)" /></p>
]]></description><link>https://www.xtremehardware.com/forum//post/243817</link><guid isPermaLink="true">https://www.xtremehardware.com/forum//post/243817</guid><dc:creator><![CDATA[Le085]]></dc:creator><pubDate>Thu, 04 Nov 2010 22:58:00 GMT</pubDate></item><item><title><![CDATA[Reply to Nuovo benchmark Unigine in arrivo? on Thu, 04 Nov 2010 22:42:56 GMT]]></title><description><![CDATA[<p>Vediamo cosa mi rispondono, mi è appena arrivata una mail dal canale sviluppatori di Unigine, e queste sembrano immagini di un test (nome "Valley"?):</p>
<p><a href="http://unigine.com/devlog/83/">Development Log | Unigine (3D engine for games and real-time virtual worlds)</a></p>
<p><img src="http://unigine.com/devlog/101102-valley1.jpg" alt="101102-valley1.jpg" /></p>
<p><img src="http://unigine.com/devlog/101102-valley2_sm.jpg" alt="101102-valley2_sm.jpg" /></p>
<p><img src="http://unigine.com/devlog/101102-valley3.jpg" alt="101102-valley3.jpg" /></p>
<p><strong>Render</strong></p>
<p><em>Completely new vegetation system: trunk bending, rotation of billboard leaves, spatial noise for randomized movement of vegetation.</em></p>
<p><em>Added the motion blur postprocess (takes into the account both the camera velocity and velocities of physical bodies).</em></p>
<p><em>Added indirect occlusion (SSDO) to simulate real-time global illumination.</em></p>
<p><em>Complete shaders refactoring (all texture samplers were shifted).</em></p>
<p><em>Unified LOD system for all objects, parameters are in surface settings (visible and fade distances are removed from objects).</em></p>
<p><em>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.</em></p>
<p><em>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.</em></p>
<p><em>Added mesh_terrain_base base material for mesh-based terrains.</em></p>
<p><em>Slice count in volumetric clouds became tweakable (ObjectSky).</em></p>
<p><em>Transparent surfaces are sorted by the the distance from the oriented bounding box (OBB).</em></p>
<p><em>Unified shadow rendering for all light types into a single pass.</em></p>
<p><em>Improved tesselation DIP performance.</em></p>
<p><em>Eliminated deferred buffer conflicts.</em></p>
<p><em>Added dedicated depth buffer with 24 bit precision, dedicated diffuse color, normals and parallax offset buffers.</em></p>
<p><em>Different sets of deferred buffers are used depending on the render settings.</em></p>
<p><em>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.</em></p>
<p><em>Fixed a bug by WidgetSpriteRender rendering.</em></p>
<p><em>Improved ObjectVolumeBox precision.</em></p>
<p><em>Fixed PolygonOffset in auxiliary and refraction passes.</em></p>
<p><em>DirectCompute is not used for postprocesses, beacuse it has proven to be useless.</em></p>
<p><em>Added more render profiler counters (RT*); use 'render_profiler 1' console command to activate.</em></p>
<p><em>Added support of of circle and circular sector rendering into the visualizator.</em></p>
<p><em>WorldClutter can be randomized with a seed.</em></p>
<p><em>Global scale parameter for all distance-related render parameters, including LODs (easy quality/performance tuning).</em></p>
<p><em>Fixed sRGB on diffuse texture of terrain.</em></p>
<p><em>Improved parrallax occlusion mapping quiality.</em></p>
<p><em>All objects can be drawn into the auxiliary buffer.</em></p>
<p><em>Changed blending mode of the auxiliary buffer: now it's lerp() according to its alpha value.</em></p>
<p><em>Added a sky background cubemap into the ObjectSky.</em></p>
<p><em>Added a shadow offset for billboard-based grass.</em></p>
<p><em>Added two more parameters for DoF.</em></p>
<p><em>Fixed Direct3D9 bug of rendering random additional geometry instead of a fullscreen polygon.</em></p>
<p><em>Several minor Direct3D9 bugfixes.</em></p>
<p><em>Added a fast antialiasing filter, use 'render_antialiasing 1' console command to enable.</em></p>
<p><em>Removed post_filter_antialiasing material.</em></p>
<p><em>Volume_cloud_base supports a gradient image for volume rendering.</em></p>
<p><em>Improved render streaming for objects with big number of surfaces.</em></p>
]]></description><link>https://www.xtremehardware.com/forum//post/243816</link><guid isPermaLink="true">https://www.xtremehardware.com/forum//post/243816</guid><dc:creator><![CDATA[lowenz]]></dc:creator><pubDate>Thu, 04 Nov 2010 22:42:56 GMT</pubDate></item></channel></rss>