pjotrsvetachov.bsky.social
@pjotrsvetachov.bsky.social
Yes almost everything is reflective. The reason this is less noticible to us is beause we have stereo vision and the reflections converge on another depth than the surface. Focus on the surface and the reflection gets blurry (and vice versa). Then the human vision gives preference to the surface.
November 21, 2025 at 12:29 PM
Some Ubisoft games already shipped with a hidden max settings option. Had that option not been hidden there would have been outrage about the bad performance.
November 10, 2025 at 1:36 PM
You also have Oxide games, their engine used to do object space shading, dunno if that is still the case. Firaxis has it's own engine they even shipped Civ7 with MSAA support. Keen games used their own engine for Enschrouded, voxel based with it's own GI solution.
August 15, 2025 at 9:41 AM
Wow, this is a great initiative! Maybe you could ask the people behind the REAC conference on learnings from their online conference? One cool thing they did was to have a discord with a channel per talk where people can ask questions and further discussion happens after the talk.
July 9, 2025 at 9:58 AM
Ubisoft has had succes with using NN's to compress motion matching datasets. But this is in the animation pipeline and on the CPU side: www.ubisoft.com/en-us/studio...
Introducing Learned Motion Matching
Motion Matching is a simple yet powerful way of animating characters in games. Compared to other methods, it doesn’t require very much manual work once you have a basic set-up
www.ubisoft.com
January 13, 2025 at 5:45 PM
I find it pretty interesting that we finally arrived at a time where games can ditch raster for some VFX and mandate RT. For engines to support both RT and have a non-RT fallback can lead to less efficiënt engine design choices that add overhead. It also makes maintaining the engine a lot harder.
December 4, 2024 at 9:53 AM