Robert Swain

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Robert Swain

Robert Swain

@swainrob

Software Engineer @Spotify. ❤️ software, audiovisual experiences, technology, science, animals, nature. Opinions are mine. Personal account. He/him/they/them

Stockholm Beigetreten Ağustos 2011
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Robert Swain
Robert Swain@swainrob·
ChangeCaps added HDR and bloom to @BevyEngine and I couldn't help myself. I had to hook it up to my clustered-forward rendering branch with 128 lights in Sponza and turn it up to 11.
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Robert Swain
Robert Swain@swainrob·
@ProfBrianCox saw your Emergence tour tonight. Encompassing, precise, wonderful, beautiful, fascinating, dense, awe inspiring, overwhelming, deeply moving, thought provoking, and something I’ll remember for the rest of my life. An utter inspiration. Thank you
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Robert Swain
Robert Swain@swainrob·
@vladimirdesigns What impact does this have on compressed texture quality? I know block compression codecs for textures have a fixed number of bits per block of pixels, but noise is usually very difficult to compress so I wonder if the noise is well-preserved.
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Vladimir Stepanov
Vladimir Stepanov@vladimirdesigns·
Here's a texturing technique I use in all my projects. It’s a universal base layer. I stack several noise textures to create subtle variations in the Color and Roughness channels. I create large and medium shapes using Clouds and Galvanic grunges. This base layer is the foundation for every material in the project. I use Passthrough blending + Levels and HSL to set the starting point for each material. On top of that, I add a reusable set of micro-noise fills. First, they mitigate color banding caused by HSL adjustments. Second, they add a “fractal” quality to the texture, tricking your brain into feeling that there’s more than meets the eye. Without them, the texture feels too “digital” and sterile. Don't overdo it though. It should be barely perceptible. 2-10 value steps. We don't want the texture to be noisy.
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Robert Swain
Robert Swain@swainrob·
@panoskarabelas I’m going to give Vogel a go to see how it performs. It sounds like an excellent alternative to have in the toolbox. :)
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Panos Karabelas
Panos Karabelas@panoskarabelas·
@swainrob BeamNG doesn't use TAA. That's because vogel filtering is nature's solution to low discrepancy sample distribution. Temporal accumulation can simply allow you to use less samples.
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Panos Karabelas
Panos Karabelas@panoskarabelas·
BeamNG.drive now has new shadow filtering: - Replaced Poisson disk sampling with Vogel sampling for shadows - Resulting in improved performance (+10%) and better shadow quality If you like my work I strongly advice you to pay attention to upcoming updates.
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Panos Karabelas@panoskarabelas

BeamNG.drive v0.38 is out!

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Robert Swain
Robert Swain@swainrob·
@panoskarabelas I’ve found the filtering makes it very smooth with few samples. If you’re using TAA then somewhat noisy irregular sampling patterns are probably a better option but not everyone can nor wants to use TAA.
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Panos Karabelas
Panos Karabelas@panoskarabelas·
@swainrob Plus, inferior sample distribution, and not as easy to rotate for temporal accumulation. It's old.
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Robert Swain
Robert Swain@swainrob·
@panoskarabelas A downside is that it’s very rigid in the sampling pattern and subsequent filtering so its radius can’t easily be adapted to use for PCSS
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Robert Swain
Robert Swain@swainrob·
@panoskarabelas Nope. It uses something like a box filter with smart sampling to leverage bilinear sampling, and Gaussian weighting of samples. It’s very effective at making smooth PCF with few samples in my experience. the-witness.net/news/2013/09/s…
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Sebastian Aaltonen
Sebastian Aaltonen@SebAaltonen·
WebGPU terrain prototype - new build: - Two maps: Canyon and Mountain - Phone (portrait) friendly UI (+edit UI hides) - Release build (was debug build before) - WebGPU not supported error message (old browser) sebbbi.github.io/LimitedDetail/
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Robert Swain retweetet
Tiny Glade 🏰🌿 out NOW on Steam ✨
Wooo! We just got an email from Valve that Tiny Glade is officially Steam Deck Verified 🎉🎉 P.S. Tiny Glade is now 20% off!
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BAFTA Games
BAFTA Games@BAFTAGames·
Let’s get technical, technical 🎶 The nominees for Technical Achievement are… ASTRO BOT BLACK MYTH: WUKONG CALL OF DUTY: BLACK OPS 6 SENUA’S SAGA: HELLBLADE II TINY GLADE WARHAMMER 40,000: SPACE MARINE 2 #BAFTAGamesAwards
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Tiny Glade 🏰🌿 out NOW on Steam ✨
We've added TGSR - our own image upscaling. We've optimized the default settings on Steam Deck for a better balance of performance, image clarity, and power use. The Deck now uses "TGSR Quality" by default, and an FPS limit of 30.
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Tiny Glade 🏰🌿 out NOW on Steam ✨
New update is live! 🐑☂ We've gathered a variety of smaller improvements, and figured we could package them up into a full update :3 I started writing a summary of changes, but I think it's much better to see it all visually, so lemme give you a tour... 🧵
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Bevy Engine
Bevy Engine@BevyEngine·
Bevy 0.15 is out now! It features Required Components, Entity Picking, Generalized Entity Animation, Animation Masks, Curves, Function reflection, Bevy Remote Protocol, VBAO, OIT, Chromatic Aberration, Fog volumes, Better Text, and more! bevyengine.org/news/bevy-0-15
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Bevy Engine
Bevy Engine@BevyEngine·
What do we need to do to get a Bevy engine category on itch.io? We've filled out itch.io/suggest-a-tool about once a year for about four years now. There are currently 395 games with the "bevy" tag on itch and many more without the tag.
leaf @ itch.io 🙌@moonscript

Also if you haven't noticed, the autocomplete in the search bar now lets you quickly navigate to the browse page that shows all projects that have a game engine assigned:

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