farbrausch @ breakpoint 2007 fr-041: d e b r i s . credits: -------- visuals, direction: theunitedstatesofamerica (aka fiver2) code: chaos, ryg soundtrack: ronny synthesizer: kb sound effects: wayfinder additional graphics: giZMo additional code: tron special thanks: fried system requirements: -------------------- - minimum: * p4 2ghz or athlon 2000+ (with sse) * 512mb ram * ps2.0 capable graphics card with 128mb vram * directx 9.0c - recommended: * core2duo or athlon x2 with >=2.4ghz * 1024mb ram * geforce 7600/radeon x1600 or better with 256mb vram settings: --------- - resolution: pick your favourite. - aspect ratio: * for fullscreen, pick one that matches your screen. * for windowed, it should match your desktop resolution. - multisampling: if you have a fast graphics card, go wild here. - texture quality: * normal: lower-than-default texture resolution+dxt compressed textures. be sure to pick this if you have 512mb ram. (also speeds up loading time) * high: default texture size, dxt compressed textures. recommended setting. * ultra: default texture size, no texture compression. pick this if your system is too fast and you want to burn fillrate and bandwidth for a barely visible improvement. - full screen: leave it on if possible :) - wait for vsync: looks better with vsync on, but turn it off if you want. - shadows: you can turn off realtime shadowcasting here. makes things faster (especially with older graphics cards) but definitely looks worse. - loop demo: turn it on and just don't touch escape, baby! blah-section: ------------- hm. maybe for the final? :) (tired, compos to organize, kthxbye! :) tech notes: ----------- at its heart this is still the werkkzeug3/kkrieger engine, except with a new(*) lighting/material system. models and textures are still generated. (though we don't use the sizeoptimized versions of everything, which made our lives a lot easier). we also still use shadow volumes, which makes the demo somewhat cpu-hungry, especially towards the end, since we have to transform a lot of the animated models by hand. but we didn't want to change the whole lighting pipeline in the middle of a project. (*): it was actually used for some scenes in fr-048: precision, but (as you can see from the fr-number) that was started a lot later than debris, so this demo is atleast historically its first real user) contact: -------- www.farbrausch.com www.theprodukkt.com .werkkzeug3 texture edition soon to be available. stay tuned and check the .theprodukkt website for details.