- Improved GC
- DX 12 support for PC and XBox ONE
- Metal as default render for El Capitan onwards
11–20 of 94 posts
- Improved GC
- DX 12 support for PC and XBox ONE
- Metal as default render for El Capitan onwards
Same link as https://news.ycombinator.com/item?id=11400124 but with now 11 points? How is this possible? EDIT: I'm asking because the dupe check seems to be broken.
Bad timing ; interested people missed your link but were there when this one popped up. Try again next time.
Earlier quoted context omitted.
Why shouldn't it be possible? Edit: Ahh, I see now that you posted the previous link.
People think HN has some dupe detection. People expect it to catch identical URLs.
When I submit something that is already there the systems gives an upvote and doesn't register it as a second post.
But not this time.
Same link as https://news.ycombinator.com/item?id=11400124 but with now 11 points? How is this possible? EDIT: I'm asking because the dupe check seems to be broken.
Bad timing ; interested people missed your link but were there when this one popped up. Try again next time.
I know most people prefer Unreal for ease of use, documentation etc. but I also read often that they like the technology of Cryengine better (real time GI (SVOTI), better performance, better skin and eye shader for example), so I would have thought that the free source code release would stir things up.
Yes, Unreal released the full source code long ago, so they (Crytek) are late to the party, and the marketing of Crytek is... not the best (to put it kindly), but why is it that the Cryengine 5 release was not really discussed on HN?
[1] https://news.ycombinator.com/item?id=11294763 [1 comment --> I myself]
https://news.ycombinator.com/item?id=11300017 [0 comments]
https://news.ycombinator.com/item?id=11313695 [0 comments]
https://news.ycombinator.com/item?id=11295419 [0 comments]
https://news.ycombinator.com/item?id=11297215 [0 comments]
The shading model approximates subsurface scattering
through the sclera, caustics on the iris and specular on
the wet layer. To be used in conjunction with the
provided eye material and eyeball geometry. Together
these additionally model the refraction through the
cornea, darkening of the limbal ring, with controls for
dilating the pupils.
In realtime 3d games. This is pushing up against the limits of what offline renderers could do not so very long ago.I've tried the previous versions and the CPU temperature is rising very quickly.
A 2012 iMac is ancient. Are current systems getting hot as well?
This can definitely be seen in the usability of the software alone, where Unity suffers some poor interface issues alongside poor performance problems.