Dark Horizons: Mechanized Corps

Dark Horizons: Mechanized Corps

mutexer (MGT)  [developer] Aug 30, 2014 @ 3:48pm
Graphics Updates
We did a few graphics updates over past few days, simple stuff but makes a pretty big impact. One of them is adjust the glow to take depth into account so the buildings on coastal don't look on fire from a distance :)

The other is called linear space lighting and basically it does some gamma correction to match your monitor so we end up with a wider range of ambient lighting values from dark to light to work with. It also brings out the true color of the textures. Here is a comparison shot from the current version on steam and the new version in development. We have not adjusted lighting on anything yet but I wanted to give you guys a sneak peak at the changes.

http://www.playmech.com/images/compare.png
Last edited by mutexer (MGT); Aug 30, 2014 @ 3:49pm
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mutexer (MGT)  [developer] Sep 1, 2014 @ 4:34pm 
I am also working on merging in some changed to switch the engine from deferred lighting to deferred shading. You wont see a different in the visuals most likely but it will be slightly faster on heavy scenes. It will also lay the ground work for more visual changes like Physically Based Rendering like all the next gen engines use. I can't promise that we will be adding physically based rendering, but we will look into it and see if it is feasible.

screenshot of current work in progress - http://www.playmech.com/images/deferredShading.png
Last edited by mutexer (MGT); Sep 2, 2014 @ 11:08am
Black Baron Sep 5, 2014 @ 6:00pm 
is there any news on having anti-aliasing and lighting on high at the same time?
mutexer (MGT)  [developer] Sep 5, 2014 @ 9:06pm 
The anti aliasing toggle wont work with a deferred render (which the current high setting partially is) There are other alternatives though that use post fx processing to achieve the same thing. We just don't have a way to turn them on at the moment. I will look into adding that.
Last edited by mutexer (MGT); Sep 5, 2014 @ 9:06pm
mutexer (MGT)  [developer] Sep 7, 2014 @ 5:19pm 
I got the anti ailising working. Here are some shots of deferred shading + enhanced linear space lighting + AA.

http://playmech.com/images/vip.png

http://playmech.com/images/aa.png
mutexer (MGT)  [developer] Sep 13, 2014 @ 7:01am 
new patch pushed which enables FXAA (Anti-Aliasing) in advanced lighting. (Low to High lighting settings)
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