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ocasm.bsky.social
27 posts 2 followers 17 following
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"Free and unfettered political debate continues to take place" Mhh... en.wikipedia.org/wiki/Freedom...
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Democracy is bad now? What did I miss?
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Obviously wasn't doing a good job. Good riddance.
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Eyesore.
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"Why does Forsaken run like 3000 times faster than Quake 2 and they look the same?" www.youtube.com/watch?v=5XyO...
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Made a thread with some technical details on the game and the main graphics guy: bsky.app/profile/ocas...
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I think that's all I got. The man is a legend and should be more well known. @dark1x.bsky.social @dachsjaeger.bsky.social @timsoret.bsky.social
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BTW the bloom method detailed in the 2004 presentation is still how bloom is done to this day in AAA games.
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He did way more in japanese and you can find them in the japanese side of the site: www.siliconstudio.co.jp/rd/presentat...
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He did a few presentations in english about which you can find in the english Silicon Studio R&D site: www.siliconstudio.co.jp/en/rd/presen...
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After that he went to Silicon Studios where he worked on Yebis, an HDR post processing effect suite: www.youtube.com/watch?v=20l-...
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The beyond part is this beautiful realtime DX9 HDR lighting demo from 2004: web.archive.org/web/20081216...
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This one from 2004 covers stuff from Double Steal 2 and beyond: web.archive.org/web/20081218...
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There he posted some interesting graphics columns but also links to presentations he did, such as one at GDC 2003 where he details how the post effects of Wreckless were achieved: web.archive.org/web/20090219...
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Had a personal site that is known offline but you can access with the wayback machine: web.archive.org/web/20081218...
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The main graphic guy from those games is Masaki Kawase who has an account on X: @machaicecafe
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Both games also render particles at a lower resolution, somthing that would become standard the following generation.
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At 10:00 you can see shadows CAST on the dust particles. This game is WAY ahead of its time.
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Hitler didn't invent that gesture.
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A reminder that ND trailers are not to be trusted: www.youtube.com/watch?v=CiFq...
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I don't think path tracing is necessary for ambient lighting occlusion in static levels. I still remember CryEngine 2's "Calculate Sky Terrain accessibility" option when making levels.
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Tenía un monitor igualito pero murió y se lo dí al de los fierros viejos.
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Mine was just a sto-I mean, repurposed bloom effect. It even calculates fog twice for no good reason, lol.
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Most games continue to have very static worlds so RT is not much of a visual upgrade nor does it justify tanking performance. Artists and level designers need to be educated on the possibilities of real time RT so they can make effective (and impressive) use of it. www.youtube.com/watch?v=5XyO...
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Just saw you also added fog blur to your engine. Nice ❤️
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Great article! About the bloom, the mip pyramid method is from a 2004 presentation by Masaki Kawase. His site has been broken for over a decade so that's probably why you couldn't find it in your search. Here's a link to it: web.archive.org/web/20081218...