5 ms·
This reminded me of another guy who does graphics study on how frames are rendered in GTA V, DOOM, etc: http://www.adriancourreges.com/blog/2015/11/02/gta-v-gr
by zawerf 8y ago
This reminded me of another guy who does graphics study on how frames are rendered in GTA V, DOOM, etc:
http://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study/ http://www.adriancourreges.com/blog/2015/11/02/gta-v-graphic...
Other games/discussions can be found at: https://news.ycombinator.com/from?site=adriancourreges.com https://news.ycombinator.com/from?site=adriancourreges.com
- smcl 8y agoCannot emphasise enough how interesting these breakdowns on Adrian Courrege's site are for me as a non-games dev. I wanted to post a comment in case an upvote isn't enough of an endorsement: if anyone's scrolling past and wondering what to read over their lunchtime, then click the links in parent post's comment - you won't be disappointed!
- SirHound 8y agoI'm incredibly excited for his hopefully-inevitable RDR2 investigation.
- plq 8y agoIf I read his stuff correctly, this may not be possible before a PC release of the RDR2. Fingers crossed! :)
- Lownin 8y agoWhile not as in-depth, this is a fun analysis of Windwaker's graphics techniques done via observation and and emulator. https://polycount.com/discussion/104415/zelda-wind-waker-tech-and-texture-analysis-picture-heavy https://polycount.com/discussion/104415/zelda-wind-waker-tec... If a PC port of RDR2 never happens, an analysis may still be possible. We may just have to wait a long time.
- dkersten 8y agoI love these (and the OP article). They've actually helped me implement things in my own little toy renderer, as they helped me understand how real renderers handle their many buffers and how they combine them for the final results. For example, they helped me understand a bit better how the dept-prepass works and how modern engines use deferred rendering. I'm very much looking forward to reading the article in detail later :)