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  • I don't know if you know about SSSS yet..

    It is pretty much the future of Gaming graphics..

    Real Time Rendering.. ah what the heck ! Read the Article yourself !

    Download the DEMO

    And be amazed of the Frame-rate and Graphical insanity !

    Matrix here i come



    This is a new way of Rendering.

    Normally Rendering this in for Example 3ds Max or Blender would take 30 seconds - 1 minute. PER FRAME.

    Let me explain that a little more:

    "The technique has been used for some time at top animation studios like Pixar, but Jiminez has managed to work out a way of doing it on computers with far lower specs in real-time. That means you could see it in the next generation of games engines, running on a future Xbox 720 or PS4."

    Animation Studios can use this, because they do not need to Render in REAL TIME. They make Movies, They render a Model and take a Picture of it.

    Now they have one Frame.

    Then they render it again for the next Frame, until they have enough frames to make a movie of it. (30-100 frames per second)

    That was not possible for Games until now, because we cant have 30seconds Freeze Time between each tiny movement on the screen to render a new Picture.

    This new Technology Renders at realtime. 60 - 100 Frames !

    There is alot more technical stuff to it. But basically we can now create incredible grapics that look far more real than anything ever accomplished.

    There is a Link for Downloading the Demo of it. It is 47mb large, try it out :)

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  • Is this spam or what?

  • Link Fixet :)


    The Framerate depends alot. I got framerate of up to 2000 in the Demo

  • SSSS or SSS? = Separable Subsurface Scattering

    Wired article here.

  • SSSS or SSS? = Separable Subsurface Scattering

    Wired article here.

    You might be on to something there <img src="smileys/smiley1.gif" border="0" align="middle">

    Ive also looked at that article be4 though.. but i think i made the name assumption from that before there was this Seperable Subsurface Scattering. There was just Subsurface Scattering.

    Subsurface scattering or SSS

    And since this new one is called Separable Subsurface Scattering. I added one more S for the Separable.

    My bold guess is that Wired writer did a mistake <img src="smileys/smiley17.gif" border="0" align="middle">

  • So SSSS is a real-time (or at least, faster) SSS?

  • Real time rendering yes. It is insane :D

    From 1Frame per 30 sec to up to 2000 Frames per second :D

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