There's a Mac section in the Steam post ๐
There's a Mac section in the Steam post ๐
Yas, it's rather easy:
partner.steamgames.com/doc/api/ISte...
As long as it's not Intel (U)HD Graphics, it should still run decently well, especially with the new upscaling :)
Aaaaalmost full - our GPU selection / driver warning screen doesn't support controller input yet
Do you mean other devs? Tiny Glade has been Linux-native from the start :)
Thanks, maaan :D
*dances around*
(That's some crazy company to be in xD)
This is pretty insane ๐ณ๐ณ
One of the benefits of a microscopic team, but also kind of a necessity; maybe the real thing would actually work better if we poured more time into it, but we can't quite afford the time to find out ^^; In the end we still piggy-back on the research done by grown-ups to pull off our silly hacks xD
Yes, but poorly xD
bsky.app/profile/h3r2...
And this right here is why ye olde tiled lighting would never fly in Tiny Glade :D
(build by Omayli)
Cause the contribution weight contains noise that you multiply into the otherwise potentially noise-free radiance (noise-free if you manage to discover all the lights to evaluate)
Finally online, the brilliant talk Pondering Orbs by Mikkel Svendsen on the rendering of the similarly brilliant game Cocoon youtu.be/8kS17jt38XQ?...
Oh, and thank you for the kind words <3
Hah, well, falling back to ray tracing would likely be great, but even if the potato geometry was sufficient, we likely couldn't afford it. But hey, there's probably use cases where that's juuust fine :)
I've used a lot of ReSTIR before in my toy rendering engine - which I'd made specifically to mess around with global illumination algorithms.
It's all about trying a bunch of techniques (for many years), and then mixing & matching in strange new ways.
Glad you found the content density to your liking :D
We'll see, I would need to get a HDR monitor first xD I've been eyeballing some for a while, so it's plausible.
I'll get on that Infected Mushroom licensing deal right away.
Nope, I've had enough clicking :P Have this instead.
It's a bit broken of course; needs a denoiser, and likely a shadow cache, as screen-space stuff breaks apart at this scale.
Thanks dude :) Glad to hear that the game works like hypnotoad for rendering folks too xD
My guess is that we'll keep evolving the renderer to cope with the kinda craziness that players throw at it :D (assuming the game remains popular) Should be fun!
The probabilities of the losing lights are used in the math, so that the expected value is the mean of all the lights, not just the chosen ones. Standard importance sampling stuff, with picking from a PMF, only realized in a streaming fashion via reservoir sampling.
Indeed :) It's about designing the failure mode, and for UGC stuff, bias (or even noise) is possibly better than terrible performance, tile-shaped artifacts, or harsh limits.
I'm can't wait to see what kinda trickery you come up with for HypeHype! :)
Thank you! I think it might be one of the benefits of hyper-specializing tech for our game. This would likely be way trickier for the devs of a larger engine to pull off ^^;
:D
"Ummm yeah, can you elaborate a bit on slides 50 to 130?"
(But I've also just realized that there's 16 spare bits in each reservoir, which could be used to encode depth, and cheaply reject poorly fitting reservoirs, reducing the bias)
They all come in the same radius and intensity. If we unlock that at some point, we'll see if the data structure needs adapting :)
Hahha, wow, at least I bet Gilbert and Sullivan would have been proud. [cue I Am the Very Model of a Modern Major-General]
Oh yeah, and there's probably also darkening around depth discontinuities, especially on thin features, but I've been "lucky" in my testing so far. We'll see what happens once we unleash this on our players :)
Cheers!
Kinda :D But it's also been annoying me since launch xD
DIS GUY covers.