Navis information 668 glöps
- general:
- level: user
- personal:
- first name: Nauza
- last name: Putra
- portals:
- slengpung: pictures
- demozoo: profile
- cdcs:
- cdc #1: Second Reality by Future Crew
- cdc #2: Timeless by Tran
- cdc #3: Cronologia by Cascada
- cdc #4: B10 by Satori [web]
- 1k JavaScript EXPI by Ribbon [web] & Brainlez Coders!
- The 1k is the most strange beast. I never understood it - how much harder is it to make content than 4k? and how much more easy than 256 ?
In any case this was clearly the winner. - rulezadded on the 2023-08-08 00:47:46
- demo Windows Approach Point by Pyrotech
- ok, so... Pyrotech makes "in your face" demos that are big crowd pleasers, with high FOV camera travelling etc. They used to call them "Fly-by" demos, but theirs are more than that.
The one from this year is no different. Lots of colors and explosion moments. First scene that I liked was the credits with the boxes moving behind the text. I think that the text deformation was an unintentional consequence of the motion blurring effect, but it works oh so well here ! Then the guy crawling with the particles falling - for some strange reason I felt his desperation and his exhaustion. It is as if I was myself thirsty. That's a good thing !
The best part is in the middle with the metaballs and the red slimey thing. That was one of the best effects of this year - maybe would work better with more fogging or different colors. I don't know how it's done, but it's effective. The fadeout in the music during this part was spot on, creating good atmosphere. The dancing guy at the end reminds us a bit of EΞΠΕΡΤ guys (remember tham from Asm 2015 I think). Maybe it's the same dataset and playback system on unreal. It looks great because of the motion blurring effect that is used to the right amount. The demo ends where it starts, so that gives it a bit of continuity.
It's quite uplifting, maybe a bit short and maybe with too much color saturation. Not sure if unreal engine helps you or not, there were some good -even better- demos (Within Epsilon?) in the past, done without it. - rulezadded on the 2023-08-08 00:43:46
- demo Windows The Legend of Sisyphus by Andromeda Software Development [web]
- Quote:
Which elements are volumetric pointclouds with remeshing and are there some clever comping here with 2.5D pointcloud stuff or just plain video?
Everything is in 3D. The first part with the pointcloud/splines/skeleton face is only pointclouds/splines, the later parts full geometry (indices/uvs etc). There is no 2.5D. The first part with the splines is the "heaviest" cpu part as it is calculating a lot on the fly (the physical like threads waved from hands and head) but it's well parallelised etc so it's not very heavy.
The albedo texture of each frame is also exposed to the shader - it "refreshes" at a random interval (at a ratio of about 1:8) which helps the random spastic movements in the shading. The texture is upscaled internally and the main effect of the weird dithering is simple:
output = vec3(1.0) * sin ( UV.x*1000.0);
That is, the default texture is replaced by horizontal lines. It works because the UV mapping has patches rotated in space, therefore looks like thatched lines that meet at random points. The frequency of the sin is also controlled by the default albedo texture. Add shadows, some AO, and lots of postprocess and it's close to the effect on the screen.
Alll other lighting and particles is deferred, and most of the background and certain elements of the scenery (moons, bridge, water) is effectively 2D in postprocess. There is a special shader to recolor everything in HSV space based on velocity of elements - you see it more clearly in the first part where the fast moving hands are purple. There is a bit of raymarching here and there (both "inside eye" scenes and all volumetric lighting in the tunnel). - isokadded on the 2023-08-07 23:08:28
- demo JavaScript Wake Up / Rise Up
- Fantastic music ! Usage of greetings typography as the main focus of the demo a novel idea (for PC productions) and that works quite well. Funny that there are two demos this year with the same message (the other one being the on from adapt - Just demo it).
- rulezadded on the 2023-08-07 15:16:33
- demo Windows JUST DEMO IT. by Adapt [web]
- It is based on the great narrative idea of showing you the what you need to do in order to make a demo. As such, it doesn't matter that is seems to be disconnected because there is an overarching connection to the elements (Demo man). It was made in a very short amount of time (Extremely short I would say). Adapt always captures the attention of the audience and that shows in their consistency with the rankings. Maybe it is because the vibe is always "traditional demo", that is, technically complex effects - bombastic music - saturated colors - straight and to the point.
- rulezadded on the 2023-08-07 14:25:08
- demo JavaScript Mundane Institute by mikucom
- Lost as to why it came so low in the rankings.
- rulezadded on the 2023-08-07 14:17:08
- demo Windows The Legend of Sisyphus by Andromeda Software Development [web]
- Also the decoding/decompressing of the frames is super-fast at 100's of fps. What takes considerably longer, unfortunately, is the composition of that into display lists. Don't ask me why I use display lists and not something else (much) faster like VBO to keep in memory. I had a good reason but I forgot it :-).
- isokadded on the 2023-08-07 14:15:55
- demo Windows The Legend of Sisyphus by Andromeda Software Development [web]
- Quote:
This happens to me esp from 01:47 to 02:15+ ... Unfortunately, it is simply not clear to me whether this is ingenious code (3D and motion capture) - or just a layer that simply has an animation/video integrated.
There is no 2D animation/video anywhere, it's all 3D even this sequence with the (on purpose restrained) ultra low FOV camera. The texture of the meshes (all ~ 2700 of them) is contained for every frame at a low-ish resolution of 1mp but upscaled internally during rendering. The demo does look different at different resolutions (1440p will be more crisp than 1080p).
Each frame of the 3d meshes has position, UV, indices, velocity vectors and an associated texture. They work at around 25k vertices each but come to a footprint of around 180kbytes. Half of this is the texture. So ~4 bytes for position/UV/index and 3D velocity per vertex; I'll take that.
I could have half of the frames for half of the "perceived framerate" (currently at originally recorded 30fps) but it would look choppy. Why do that?
There is also a 90mbyte pointcloud that corresponds to the 10s of Mparticles tunnel thingie at the end, that contains XYZ color and AO info, recreated from photogrammetry. Also a gigantic dll from opencv and a 20MByte mp3.
It's still all fairly well compressed, as the zip and the unzipped file are of fairly similar size. - isokadded on the 2023-08-07 13:59:46
- demo Windows The Legend of Sisyphus by Andromeda Software Development [web]
- Hey y'all - something I wrote for this demo
https://navis-asd.blogspot.com/ - isokadded on the 2023-08-07 12:58:04
- demo Windows The Legend of Sisyphus by Andromeda Software Development [web]
- Hi ! Great experience at Asm, as always (and always in a very different way to previous visits). While the new ("new", ok since 10 years ago) arena doesn't have the charm of the old one, I really appreciate the huge improvement over the sound quality.
I have plenty to say about production etc. so I'll make a blog entry about all of this and give you the link here on pouet soon. - isokadded on the 2023-08-07 11:12:51
account created on the 2001-07-13 06:11:11