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Project Shadowglass

shadowglassgame.com

41–49 of 49 posts

Re: Project Shadowglass

#41
post #38
post #35

"3D pixel art" = a 3D engine running in a lower resolution? It looks like 320x200

Yeah, I don't think this is anything revolutionary. I was thinking they were actually doing something a-la DOOM's pseudo 3D, but no, this is definitely just downscaled 3D.

Downscaled 3D doesn’t create such a stable pixel structure across movements.

Re: Project Shadowglass

#42
post #41
post #38

Earlier quoted context omitted.

Yeah, I don't think this is anything revolutionary. I was thinking they were actually doing something a-la DOOM's pseudo 3D, but no, this is definitely just downscaled 3D.

Downscaled 3D doesn’t create such a stable pixel structure across movements.

Depends on the technique used. Temporal methods don’t look this way but standard downscaling can.

Re: Project Shadowglass

#43
post #42
post #41

Earlier quoted context omitted.

Downscaled 3D doesn’t create such a stable pixel structure across movements.

Depends on the technique used. Temporal methods don’t look this way but standard downscaling can.

I don’t really see how. What do you mean by “temporal methods”?

Re: Project Shadowglass

#44
post #43
post #42

Earlier quoted context omitted.

Depends on the technique used. Temporal methods don’t look this way but standard downscaling can.

I don’t really see how. What do you mean by “temporal methods”?

By temporal I refer to DLSS, FSR, TSR, etc. In this game's case, I imagine it's not as simple as downscaling, there is probably some shader work involved similar to this:

https://youtu.be/Cwh_TpouPfQ

Re: Project Shadowglass

#45
post #44
post #43

Earlier quoted context omitted.

I don’t really see how. What do you mean by “temporal methods”?

By temporal I refer to DLSS, FSR, TSR, etc. In this game's case, I imagine it's not as simple as downscaling, there is probably some shader work involved similar to this: https://youtu.be/Cwh_TpouPfQ

DLSS, FSR, TSR are for upscaling, not downscaling, so I’m not sure how they would apply anyway.

The creator hints a bit at things in this video: https://youtu.be/v9FMp5QgOvY?t=2m55s

Re: Project Shadowglass

#47
post #45
post #44

Earlier quoted context omitted.

By temporal I refer to DLSS, FSR, TSR, etc. In this game's case, I imagine it's not as simple as downscaling, there is probably some shader work involved similar to this: https://youtu.be/Cwh_TpouPfQ

DLSS, FSR, TSR are for upscaling, not downscaling, so I’m not sure how they would apply anyway. The creator hints a bit at things in this video: https://youtu.be/v9FMp5QgOvY?t=2m55s

Temporal sampling techniques do (in supported titles) have the option to supersample and generate higher resolution images, but they are most commonly used to efficiently downsample for FPS gains with minimal quality degradation.

From the Wikipedia page for DLSS:

The goal of these technologies is to allow the majority of the graphics pipeline to run at a lower resolution for increased performance, and then infer a higher resolution image from this that approximates the same level of detail as if the image had been rendered at this higher resolution. This allows for higher graphical settings and/or frame rates for a given output resolution, depending on user preference.

Re: Project Shadowglass

#49
post #35

"3D pixel art" = a 3D engine running in a lower resolution? It looks like 320x200

Yeah, it definitely seems like it is 3D. If it wasn't you'd expect a lot more pop-in and jumps when you cross a scaling threshold. It's a cool effect, but it's like a voxel pass on a 3D world AFAICT.
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