Unreal Tournament Extension Pack

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Jonas
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Post by Jonas »

Maybe they're using that new texture format NV has been planning to use. Remember the space station demo mod for DX that had huge textures?
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DDL
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Post by DDL »

It would be interesting to see how scriptedtextures behave under that system, aye: it's not really the hugeness of the textures that matters (since you can happily use 1024x1024 or whatever in DX and get them displayed properly with the new openGL renderer with no rescaling), it's the colour depth. If you can get more colour depth in a texture...can the scriptedtexture exploit it?

Still, that's _still_ an ugly way of rendering bloom. :P
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Jonas
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Post by Jonas »

There's no pretty way to render bloom, bloom is ugly by nature. That's what HDR is for!
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Mr_Cyberpunk
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Post by Mr_Cyberpunk »

Jonas wrote:There's no pretty way to render bloom, bloom is ugly by nature. That's what HDR is for!
Jonas, that should be stuck to EVERY single video game that Bethesda soft and Eidos have made :D I fucking hate bloom.

Bloom + Depth Of Field = BLURRY FAIL
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Post by EER »

Mr_Cyberpunk wrote:Bloom + Depth Of Field = BLURRY FAIL
I completely agree!
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Jonas
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Post by Jonas »

Depth of field can be pretty great on its own though. For sniping, for example. Or binoculars. Basically just look at how Call of Duty 4 used it :P
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