Fireburst New arcade racing game in 3D Vision
http://exdream.com/Games/Default.aspx?Game=Fireburst&Category=exDream

[img]http://exdream.com/Gallery/Fireburst/fireburst001_optimized.jpg[/img]

[img]http://exdream.com/Gallery/Fireburst/fireburst002_optimized.jpg[/img]

[img]http://exdream.com/Gallery/Fireburst/fireburst004_optimized.jpg[/img]

I gave it a try and it looks good with some tweaks. They have all of the graphics options in an .ini file which is nice. Here it is :

;Graphic Performance Settings
[SystemSettings]
bUseMaxQualityMode=True
StaticDecals=True
DynamicDecals=True
UnbatchedDecals=True
DecalCullDistanceScale=1.0
DynamicLights=True
DynamicShadows=True
LightEnvironmentShadows=True
CompositeDynamicLights=True
SHSecondaryLighting=True
DirectionalLightmaps=True
MotionBlur=True
MotionBlurPause=True
MotionBlurSkinning=1
DepthOfField=True
AmbientOcclusion=True
Bloom=True
bAllowLightShafts=True
Distortion=True
FilteredDistortion=True
DropParticleDistortion=True
bAllowDownsampledTranslucency=False
SpeedTreeLeaves=True
SpeedTreeFronds=True
OnlyStreamInTextures=False
LensFlares=True
FogVolumes=True
FloatingPointRenderTargets=True
OneFrameThreadLag=True
UseVsync=False
UpscaleScreenPercentage=False
AllowD3D11=True
AllowOpenGL=False
AllowRadialBlur=True
AllowSubsurfaceScattering=True
AllowImageReflections=True
AllowImageReflectionShadowing=True
bAllowSeparateTranslucency=True
bAllowPostprocessMLAA=True
SkeletalMeshLODBias=0
ParticleLODBias=0
DetailMode=2
MaxDrawDistanceScale=1
ShadowFilterQualityBias=0
MaxAnisotropy=16
MaxMultiSamples=1
bAllowD3D9MSAA=True
bAllowTemporalAA=True
TemporalAA_MinDepth=500
TemporalAA_StartDepthVelocityScale=100
MinShadowResolution=64
MinPreShadowResolution=8
MaxShadowResolution=1120
MaxWholeSceneDominantShadowResolution=1344
ShadowFadeResolution=128
PreShadowFadeResolution=16
ShadowFadeExponent=.25
TransResX=1280
TransResY=720
; By default update AI every 100ms on PC, Xbox and PS3 will be 200ms
AIUpdateTime=0.1
ScreenPercentage=100.000000
SceneCaptureStreamingMultiplier=1.000000
ShadowTexelsPerPixel=1.27324
PreShadowResolutionFactor=.5
bEnableVSMShadows=False
bEnableBranchingPCFShadows=False
bAllowHardwareShadowFiltering=False
TessellationAdaptivePixelsPerTriangle=48.0
bEnableForegroundShadowsOnWorld=True
bEnableForegroundSelfShadowing=True
bAllowWholeSceneDominantShadows=True
bUseConservativeShadowBounds=False
ShadowFilterRadius=2
; This is the default per-object shadow depth bias, larger values reduce self shadowing artifacts but increase the disconnect between caster and where the shadow starts
ShadowDepthBias=.012
; This controls the 'fade in' region between a caster and where his shadow shows up. Larger values make a smaller region which will have more self shadowing artifacts.
PerObjectShadowTransition=60
; This is used to get the penumbra size in further CSM cascades to match up more closely with closer cascades, even though they are a different underlying resolution density
CSMSplitPenumbraScale=.5
; This scales PerObjectShadowTransition for the further cascades, can be used to increase or decrease the soft transition for the further cascades
CSMSplitSoftTransitionDistanceScale=4
; This scales ShadowDepthBias for the further cascades
CSMSplitDepthBiasScale=.5
; Minimum camera FOV for CSM, this is used to prevent shadow shimmering when animating the FOV lower than the min, for example when zooming
CSMMinimumFOV=40
; The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps
CSMFOVRoundFactor=4
UnbuiltWholeSceneDynamicShadowRadius=20000
UnbuiltNumWholeSceneDynamicShadowCascades=3
WholeSceneShadowUnbuiltInteractionThreshold=50
bAllowFracturedDamage=True
NumFracturedPartsScale=1.0
FractureDirectSpawnChanceScale=1.0
FractureRadialSpawnChanceScale=1.0
FractureCullDistanceScale=1.0
bForceCPUAccessToGPUSkinVerts=false
bDisableSkeletalInstanceWeights=false
HighPrecisionGBuffers=False


I have posted a few screens here where I turned OFF the following :

Bloom
DOF
Motion Blur
Sun Rays
Ambient Occlusion
Light Shafts

http://photos.3dvisionlive.com/sammaz/

If anyone has any suggestions for changing this .ini for better 3D please chime in...Thanks! Also please leave comments on the developers page and ask for better 3D support. http://exdream.com/Blog/post/2012/04/25/Fireburst-out-now!.aspx#comment
http://exdream.com/Games/Default.aspx?Game=Fireburst&Category=exDream



Image



Image



Image



I gave it a try and it looks good with some tweaks. They have all of the graphics options in an .ini file which is nice. Here it is :



;Graphic Performance Settings

[SystemSettings]

bUseMaxQualityMode=True

StaticDecals=True

DynamicDecals=True

UnbatchedDecals=True

DecalCullDistanceScale=1.0

DynamicLights=True

DynamicShadows=True

LightEnvironmentShadows=True

CompositeDynamicLights=True

SHSecondaryLighting=True

DirectionalLightmaps=True

MotionBlur=True

MotionBlurPause=True

MotionBlurSkinning=1

DepthOfField=True

AmbientOcclusion=True

Bloom=True

bAllowLightShafts=True

Distortion=True

FilteredDistortion=True

DropParticleDistortion=True

bAllowDownsampledTranslucency=False

SpeedTreeLeaves=True

SpeedTreeFronds=True

OnlyStreamInTextures=False

LensFlares=True

FogVolumes=True

FloatingPointRenderTargets=True

OneFrameThreadLag=True

UseVsync=False

UpscaleScreenPercentage=False

AllowD3D11=True

AllowOpenGL=False

AllowRadialBlur=True

AllowSubsurfaceScattering=True

AllowImageReflections=True

AllowImageReflectionShadowing=True

bAllowSeparateTranslucency=True

bAllowPostprocessMLAA=True

SkeletalMeshLODBias=0

ParticleLODBias=0

DetailMode=2

MaxDrawDistanceScale=1

ShadowFilterQualityBias=0

MaxAnisotropy=16

MaxMultiSamples=1

bAllowD3D9MSAA=True

bAllowTemporalAA=True

TemporalAA_MinDepth=500

TemporalAA_StartDepthVelocityScale=100

MinShadowResolution=64

MinPreShadowResolution=8

MaxShadowResolution=1120

MaxWholeSceneDominantShadowResolution=1344

ShadowFadeResolution=128

PreShadowFadeResolution=16

ShadowFadeExponent=.25

TransResX=1280

TransResY=720

; By default update AI every 100ms on PC, Xbox and PS3 will be 200ms

AIUpdateTime=0.1

ScreenPercentage=100.000000

SceneCaptureStreamingMultiplier=1.000000

ShadowTexelsPerPixel=1.27324

PreShadowResolutionFactor=.5

bEnableVSMShadows=False

bEnableBranchingPCFShadows=False

bAllowHardwareShadowFiltering=False

TessellationAdaptivePixelsPerTriangle=48.0

bEnableForegroundShadowsOnWorld=True

bEnableForegroundSelfShadowing=True

bAllowWholeSceneDominantShadows=True

bUseConservativeShadowBounds=False

ShadowFilterRadius=2

; This is the default per-object shadow depth bias, larger values reduce self shadowing artifacts but increase the disconnect between caster and where the shadow starts

ShadowDepthBias=.012

; This controls the 'fade in' region between a caster and where his shadow shows up. Larger values make a smaller region which will have more self shadowing artifacts.

PerObjectShadowTransition=60

; This is used to get the penumbra size in further CSM cascades to match up more closely with closer cascades, even though they are a different underlying resolution density

CSMSplitPenumbraScale=.5

; This scales PerObjectShadowTransition for the further cascades, can be used to increase or decrease the soft transition for the further cascades

CSMSplitSoftTransitionDistanceScale=4

; This scales ShadowDepthBias for the further cascades

CSMSplitDepthBiasScale=.5

; Minimum camera FOV for CSM, this is used to prevent shadow shimmering when animating the FOV lower than the min, for example when zooming

CSMMinimumFOV=40

; The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps

CSMFOVRoundFactor=4

UnbuiltWholeSceneDynamicShadowRadius=20000

UnbuiltNumWholeSceneDynamicShadowCascades=3

WholeSceneShadowUnbuiltInteractionThreshold=50

bAllowFracturedDamage=True

NumFracturedPartsScale=1.0

FractureDirectSpawnChanceScale=1.0

FractureRadialSpawnChanceScale=1.0

FractureCullDistanceScale=1.0

bForceCPUAccessToGPUSkinVerts=false

bDisableSkeletalInstanceWeights=false

HighPrecisionGBuffers=False





I have posted a few screens here where I turned OFF the following :



Bloom

DOF

Motion Blur

Sun Rays

Ambient Occlusion

Light Shafts



http://photos.3dvisionlive.com/sammaz/



If anyone has any suggestions for changing this .ini for better 3D please chime in...Thanks! Also please leave comments on the developers page and ask for better 3D support. http://exdream.com/Blog/post/2012/04/25/Fireburst-out-now!.aspx#comment

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Galaxy GTX 670

#1
Posted 04/26/2012 06:13 AM   
It's part of the Indie Gala, unfortunately they're only a little over [s]6 hours left to get the bundle[/s] they added a day. I won't be able to try the games until later but I thought I read [s][b]Earth Defense Force: Insect Armageddon[/b] was good in 3D[/s], not sure though, and I had read somewhere that [s][b]Miner Wars 2081[/b] is good in 3D[/s]. There's a few other games in there too and it's currently only $5.52 (beat the average of $5.51) for all of them. It's happy hour which means if you buy one as a gift, you'll get two giftable bundles, of which you can keep one for yourself. [url]http://www.indiegala.com/[/url]
It's part of the Indie Gala, unfortunately they're only a little over 6 hours left to get the bundle they added a day. I won't be able to try the games until later but I thought I read Earth Defense Force: Insect Armageddon was good in 3D, not sure though, and I had read somewhere that Miner Wars 2081 is good in 3D. There's a few other games in there too and it's currently only $5.52 (beat the average of $5.51) for all of them. It's happy hour which means if you buy one as a gift, you'll get two giftable bundles, of which you can keep one for yourself.

http://www.indiegala.com/
#2
Posted 03/11/2013 09:21 PM   
I tried all 3 last night, Fireburst has potential but a lot of things aren't displaying properly. I'm pretty sure its an Unreal engine game. Miner Wars 2081 won't even trigger 3D, although I didn't try renaming the exe. I guess it ran well in it's Alpha stage but somewhere along the line it stopped. They are claiming Oculus Rift support in the future though. Earth Defense Force: Insect Armageddon is the one I want to get working the most. It looks like it would work well in 3D but the shadows are all messed up and there were no options to turn them off.
I tried all 3 last night, Fireburst has potential but a lot of things aren't displaying properly. I'm pretty sure its an Unreal engine game.

Miner Wars 2081 won't even trigger 3D, although I didn't try renaming the exe. I guess it ran well in it's Alpha stage but somewhere along the line it stopped. They are claiming Oculus Rift support in the future though.

Earth Defense Force: Insect Armageddon is the one I want to get working the most. It looks like it would work well in 3D but the shadows are all messed up and there were no options to turn them off.
#3
Posted 03/12/2013 01:11 PM   
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