@froyok@mastodon.gamedev.place
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froyok

@froyok@mastodon.gamedev.place

Aka Lady Bloom.

Principal Product manager on Substance 3D Painter :substance:, but stay up at night to fiddle with shader stuff.

Speaking French/English.

#gamedev #art #unrealengine #substance #opengl

nobot

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mcc, to random
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Today is my birthday!

If you'd like to do something for me for my birthday, would you please reply to this with—or by other means send me— something with colors you liked? Like an image or a video or a link. Music would also be acceptable if it gives you a strong synesthesiac association with color.

If this request confuses you, here are some examples of images with colors I found striking [Artists: Laurie Barmore, Vian Borchert, Erica Aurahack]. But your reply can be whatever colors you like.

Abstract art by Vian Borchert
Abstract art by Vian Borchert

froyok,
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froyok,
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@mcc Also: happy birthday ! :)

froyok, to random
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Neighbor has been drilling holes in their walls on and off for two weeks now, the sound resonates quite loudly in the building. Woke me up at 8am today.

At this point I presume their apartment looks like hollow cheese.

froyok,
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@kwramm It's new folks that just got in so I didn't really meet them. I would say no given where I live, but you never know.

demofox, to random
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My 9yo son loves celeste and is working on the c sides right now, on the steam deck.
Are there any similar games folks would recommend?
He's not much of a fan of super meat boy.

froyok,
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@TomF @demofox I thought of Spelunky as well, but that game might be difficult. Lots of replay value however.

froyok, to random
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Ho hey, looks like Halo Infinite finally works on my Linux ! About time.

I love the HUD style, looks like it's very close to the one in Halo 5.

Time to make a GPU capture... :3

froyok,
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Welp, looks like attaching RenderDoc crashes the game. :(

froyok,
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@TheEnbyWitch Yeh. Might have better luck on Windows, will try that later.

froyok,
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On Windows RDC doesn't attach (even with global hook).

I didn't have many hopes anyway, because I know Halo DX12 implementation is a bit messy and required many Vulkan extension patches on Linux, which RDC likely doesn't support.

froyok,
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I'm really digging what they did with the Forerunners architecture.

It still very "simple" in the shapes but a lot more detailed at the surface level. There are a lot of detail map/pattern when in close up too.

The metallic feel got improved a lot by the nice reflections too. I also didn't notice it was SSR at first even.

The choice of colors and how the details pops up makes me feel a lot like exploring an Egyptian tomb, kinda like doing an archaeological trip.

image/jpeg
image/jpeg

froyok, to random
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Dune part 2 seen !

What a marvel, I loved it from start to finish. Tempted to go back to the cinema for a second watch.

Looks like the blu-ray isn't planned until July. I already can't wait. 😅

froyok, to random
@froyok@mastodon.gamedev.place avatar

A lot of time I feel like I'm not making any good progress on my projects.

And then I look back at my dev blog and see all the stuff I have done, which is usually quite consequent.

I think my struggle is related to my attention span and tendency to procrastinate by doing something else that what I intended. This seems to translate into a sentiment of "laziness" or under achievement.

froyok,
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One day I should get a proper diagnosis and maybe some medication... I'm pretty certain now that I have ADHD (the inattentive kind, not the hyperactive one - but there is some overlap still).

froyok,
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At least I don't feel like I have impostor syndrome. 😄

froyok,
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@ErisCaffee Haha, but also sorry for laughing x]

froyok,
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@jerobarraco Yeah, I'm aware of a few of those already (my SO has autism and ptsd).
For ADHD I'm looking beyond what you can hear on social media as well, my issues a bit deep rooted that makes me believe that's the right diagnostic. 😄

froyok, to random
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@jendrikillner Hi ! FYI, your latest weekly doesn't appear in the list of posts on your website: https://www.jendrikillner.com/post/

froyok, to random
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I wonder if anybody tried to use FXAA before doing display mapping BUT by still applying and reverting a curve ? 🤔

Aka:
1 - Switch from HDR to SDR
2 - Apply FXAA
3 - Switch back from SDR to HDR
4 - Apply regular post-process stuff

froyok,
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First of all, this is very framerate dependent when using a fixed blend value.

Secondly, you need to weight the previous a lot to make the flicker not visible/disturbing, favoring a lot of ghosting.

Right now it's a stupid blend, so I wonder if re-projection would help a lot now. 🤔

froyok,
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Previous frame reprojection seems to be doing the trick !
(Combined with color clamping to hide disocclusion.)

Here is a comparison with off (blend at 1) and on (blend at 0.1). Flickering is almost gone and no ghosting seems to be visible.

Video of my game engine showing temporal blending of the Fog blur off vs on to hide flickering from bright emissive source.

froyok,
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It's basically TAA but on a blurry and half-resolution buffer.

So preserving details doesn't really matter. I don't even bother with jittering.

Transparency/emissive surface not writing into the depth buffer don't seem to suffer either. That's really cool because I was afraid of that !

froyok,
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@anji Haha true, but I will try to restrain myself a bit. 😄

froyok,
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This week I continued with my fog stuff and added local volumes of analytical fog.

It's going to be quite useful to make moody effects in scenes.

So far I got Sphere and Box shape working, but I'm thinking about doing cones (for spotlights) and maybe cylinders (for dirty liquids container or holograms).

Screenshot of my game engine showing the Sponza scene with a beam of light/fog passing through.

froyok,
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Combined with the screen space fog blur it can give some really neat results:

froyok,
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The past few days I have been looking into optimizing the bloom downsamples, see if I could merge down into one texture and do it in one pass.

Writing compute shader is hard, I made some progress but I haven't reached my goal yet.

I'm shelving the idea for now and will go back to it at some point.

froyok,
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Instead I decided to finally look into rendering cubemaps.

Currently I'm not writing any code much, I'm trying to evaluate all my needs to properly build the architecture.

So far I only renderer a single point of view: the main camera. Cubemap introduce additional ones, and later I will have Portals too. So there are some rework needed in how I manage my rendering loop.

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