Forged Alliance Forever Forged Alliance Forever Forums 2019-03-20T11:18:29+02:00 /feed.php?f=39&t=17329 2019-03-20T11:18:29+02:00 2019-03-20T11:18:29+02:00 /viewtopic.php?t=17329&p=172848#p172848 <![CDATA[Re: Raytracing on old games]]>
I guess it would be like rksexplosions

Statistics: Posted by nine2 — 20 Mar 2019, 11:18


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2019-03-20T01:35:27+02:00 2019-03-20T01:35:27+02:00 /viewtopic.php?t=17329&p=172844#p172844 <![CDATA[Re: Raytracing on old games]]>

We don't have much things with reflections like puddles, if units have reflections you're too zoomed out to see them, and reflections from oceans and lakes just show the skybox pretty much.


There aren't many light sources to cast shadows, unless you count beams and explosions, but those things are so quick that you probably can get away with cheating it without raytracing.


The biggest thing is that raytracing is more expensive performance wise. Which means, compared to a raytracing engine, you can get much more stuff onscreen with a normal engine. For a game like SupCom, the more things we can display, the better.


At any rate, maybe the SpringRTS guys can be convinced to chuck raytracing into their engine and we can see how many seconds per frame it runs ;)

Statistics: Posted by AdmiralZeech — 20 Mar 2019, 01:35


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2019-03-19T11:17:43+02:00 2019-03-19T11:17:43+02:00 /viewtopic.php?t=17329&p=172829#p172829 <![CDATA[Raytracing on old games]]>
https://wccftech.com/nvidia-quake-ii-rt ... -gorgeous/

I'm just thinking, would it be possible to do raytracing on a 3D engine like supcom ?

Statistics: Posted by Franck83 — 19 Mar 2019, 11:17


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