u/Morphexe

To test my new SRP I tried making a diorama of a hangar scene...

I decided to continue my Voxel Experiments. This is the third iteration of the render tech. Runs at 120FPS on 1080, around 110 at 2K and 30 - 60 at 4K. The biggest cost is the specular highlights since they are being brute forced. It doesnt really like me screen recording at the same time, and there are some lighting artifacts when destroying the robot due to the calculations being defered.

Everything on that scene is a voxel, there are multiple sized voxels, and they support arbitrary rotations. Physics is disabled since the new renderer approach change the underlying model, so I will need to rethink how to re implement it.

Still too much to go.

Bit more tech:
- The Engine is Full Hardware Raytraced.
- It uses Restir for light accumulation
- Makes heavy use of Nvidia tech (such as the NRD denoisers, Ray reconstruction - although this last part is not correctly implemented, and actually makes things slower - but well I am learning lol.
- Voxels can be arbritray sizes, and placed randomly , rotated, mixed and matched without issue.

- has custom Postprocessing stack, supports motion blur, bloom, depth of field , exposure, and sky/day/night ambient ilumination.

The next goal is to get this running closer to 120FPS @ 4K with DLSS, and ideally get rid of the ghost/artifacts.

u/Morphexe — 10 days ago
▲ 10 r/Unity3D

Day night cycle experiment...

Continue on my voxel series.... experimenting with day night and adaptive global ilumination in engine.... much large world now - there is streaming but its currently disabled so, not infinite world.

u/Morphexe — 15 days ago

Feedback on how to improve on my game landing page/steam page.

This is the landing page I built for a game we have been working on.
www.eseal-game.com It's the first time I have built something for a game, and I am no designer/marketer, so I would love a second set of eyes on this.

The website is BEST experienced on desktop to get the full effects/animations. But it also works on mobile.

The feedback I’m looking for:

  • Do you understand what the game is about?
  • Does anything feel confusing, generic, or too try-hard?

Anything that feels off, or could be improved? Any feedback is good feedback before we go fully live with the page, mostly in the marketing department - is this good to use as a point of contact when sending to publishers/content creators/showcases?

(Apologies if this breaks the rules - I can post screenshots instead of a link, but the webpage is fully interactive and it works much better if you experiment it as a proper website).

Thanks.

Edit: I forgot to say the site is live, but it's still in development stages; images, text (and the hidden puzzle if you find it) are WIP and will need to be touched up. The idea is to get feedback sooner rather than later.

u/Morphexe — 4 months ago