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Leôn
3.6K posts

Leôn
@_3Leon
Game Developer / 19. Mostly Environment Art, but sometimes Programming and Game Design stuff
Stockholm, Sweden Katılım Nisan 2021
798 Takip Edilen33K Takipçiler

@JimFKennedy @QuotingDev Insane work as always bro, love the progress so far!
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@Rae_Aveline @doomspoons With valve already competing for consoles with the new steam machine, a handheld, OS and platform - I really hope they open source source2 to compete with unreal and unity
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@doomspoons Really not the launch I was hoping Source 2 to have.
Hopefully a better functioning version of it comes around with HL3 assuming that they’ll actually launch that with the Steam Machine like most people think they will.
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@WillofDofamingo 12? How is a show allowed to depict a 12 year old in that light without the government shutting it down? Show just fully lost my respect, absolutely disgusting shit.
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@starsandtigers wish was born into wealth and had enough money to do such a thing. lmao
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The studio behind EVE Online has officially rebranded from CCP Games to Fenris Creations and announced an AI research partnership with Google DeepMind.
Read more: 80.lv/articles/eve-o…
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@Pirat_Nation I am always open to new Engine alternatives, lets hope it is good!
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Guerrilla Games co-founder Arjan Brussee, a longtime Epic Games veteran who previously served as global director of product management for Unreal Engine, is developing The Immense Engine.
The new engine is made in the Netherlands as a European choice instead of Unreal Engine or Unity and follows all EU rules and keeps data inside Europe.
The Immense Engine introduces new native AI integration from the outset.
Brussee explains that AI agents can fundamentally change devs work with small teams making games faster
It will be used for video games and also for 3D simulations in areas like defense and logistics
The project, announced today via a Dutch podcast interview, is still in early development


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@_3Leon Yes light probes, but far as I'm aware the method UE uses is not per pixel. Unless you're using enlighten I think?
You can test it by taking a single cube and stretching it along that alley. I could be wrong.
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@_3Leon It does, but I'm pretty sure that bounce light is based on a single point. Most old methods work that way.
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@_3Leon I see it doing nothing for those characters there lmao XD
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Please note to anyone interested in this you should NOT use the current, built in GPU Mightmass, it is broken beyond belief and essentially abandoned. The guy who made GPU Lightmass quit Epic years ago, but now he provides a binary release for the updated, more stable and production ready version of GPU Lightmass you can drop into your engine
Here is the 5.7 version
forums.unrealengine.com/t/epics-gpulig…
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@JenisixFPS @games_inu Agx tonemapper indeed! And then Cmaa2 for anti aliasing! Also removed motion blur and unreals default vignette as those sell the unreal look instantly as well 🤝
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@_3Leon @games_inu gotcha, also question about your scene here. The color and style of it looks better than stock unreal engine, did you do any tweaks? postfx or tonemapper?
i know its just simple blockout tools and colors but it looks clean and easier on the eyes than default UE5 haha
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@HelderHP @tillederdon But yeah the stationary light is one of the worst examples, was gonna test it out and stationary lights didnt even appear in the bake 😅 The community version works flawlessly tho, you just swap out the engine files needed and you are good to go
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@HelderHP @tillederdon Yup, that one and just it being broken in general. The only epic employee working on GPU lightmass was laid off (so with every update the plugin gets increasingly more broken) and the community versions are upkept by him personally. True hero
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@HelderHP @tillederdon Only issue is UE5.5+ not supporting GPU lightmass anymore, only CPU. Community versions are up and running but man i hope epic themselves remembers to fix this
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@tillederdon @_3Leon Yes, absolutely.
There was never a better time to use this tech, it's easier and faster than ever.
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@games_inu @JenisixFPS Yup, they only allow swapping them out. Sad considering AC games has light bake interpolation. Probably implementable tho if you compile UE from source but thats something a studio could consider, not someone like me 🥲
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@JenisixFPS @_3Leon It's called "lighting scenario" and it's a sub level with all baked light data. But you can't blend them as far as i remember
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@StasisGame True that, insanely slow bake times tho and imo not as accurate light bounce wise
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@_3Leon I like GPU Lightmass for its speed - but CPU Lightmass is just an awesome stable BEAST.
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