Essayez la dernière vertion de l outils de post-traitement de gta V enb series Il doit y avoir les filtres qui t intersse Pour les carte rtx Essayez la dernière version de la série enb des outils de post-traitement gta V Il doit y avoir des filtres qui se croisent Pour les cartes rtx
Would be cool. Thankfully a reshade effect can now add raytracing to almost any game, including BeamNG.
bruh screen space reflections are not even close to what RTX ray-tracing implementations do in games like Metro, Quake II RTX and BF5.
Yea obviously but the lightng itself already looks decent with raytracing, if you ignore reflections --- Post updated --- Honestly I agree, but to a certain point that just becomes a shitty excuse for having really bad graphics.
It really sucks that no one's heard of ray marching. It's probably the most elegant of the bunch. There was a game made with it. I can get 60fps on it with my charger plugged in. I can't explain ray marching because we'd be here all day, and one time I read a post so long it made my eyes hurt. CodeParade, on the other hand, explains it in under 8 minutes. Check it out if you have time.
Not gonna lie, I thought that was a joke as well... I am surprised I have never heard of this before! It seems shockingly elegant while, at the same time, seeming rather computationally minimalistic. From what I can tell, as long as you have your equation defined correctly, you can basically display unlimited detail with a very minimal hit to the rendering engine... that is just awesome. I mean... these guys are using it to render real time fractals in 3D... doesn't get much more detailed than that. Plus that video you linked did a great job of explaining it. I also found this video which also does a fantastic job of explaining it as well. While I think this would be a solid method to use... unfortunately, at this point, this would require an entire rendering engine rewrite.... Forget Torque 3D, and nevermind all the modifications to it that the Beam Team have made over the years... I feel like you would have to straight up scrap everything and start from the bottom to actually get it to work. Ray tracing I feel like could be modified in as it still uses the same idea for mesh's and how to define them, but this ray marching method... it doesn't appear to run in the same way. I could be 100% wrong about this, but I don't see a single ray marching demo that uses any sort of mesh in its system. Every one that I see uses a mathematically defined shape. So basically a box? Easily defined with math, so that works great. Triangle? Same deal. Even a Fractal is essentially easily defined by a couple of equations, so they are easy for Ray Marchers. Again, point cloud data is also something that could easily be done with this. A mesh on the other hand? That doesn't appear to be quite as easy for Ray Marchers. As far as I can tell, we would need to have the shapes of our vehicles defined by mathematical formulas rather than just a bunch of points, lines, and surfaces like regular meshes are right now. I have NO idea how we would do that... is there any kind of modeler that just exports mathematical equations for surfaces? If there is I am completely unaware of it. But on top of that, everything in the game would need to be rebuilt for it (not the JBeams, but every mesh... also who knows how textures work with this as well) The easiest way I could imagine this working would be to turn every mesh into a point cloud. That would work, but then once you zoom in, everything would look grainy... i dunno how I would like that... I know how to define up to 9 points in space and create a surface equation from that... but much more than 9 and the equation gets so nuts that I have no idea how you would go about defining it. I would love to see something like this work, but I have no idea how you would get over some of these hurdles... Edit: So I just realized that NURBS work like this... basically a set bunch of points that mathematically define a surface. That could be the way this could be done, but again, this would mean that you either have to directly remodel everything with Nurbs, or convert everything to Nurbs... then there is the mess of trying to figure out what the distance formula for a Nurbs surface would be... who knows... and then what do you do about textures? Again, who knows... you could technically mathematically add surface texture very easily, but adding specific color would possibly be very difficult to do.