[quote="Volnaiskra"]Is it theoretically possible that if I applied shader effects to all layers in my game, those layers might become discoverable by helixmod?[/quote]Worth a try. Be sure to add at least two distinct ones used in the same scene for testing - I've found out the hard way that Helix mod doesn't disable the first shader while hunting.
Volnaiskra said:Is it theoretically possible that if I applied shader effects to all layers in my game, those layers might become discoverable by helixmod?
Worth a try. Be sure to add at least two distinct ones used in the same scene for testing - I've found out the hard way that Helix mod doesn't disable the first shader while hunting.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
The jury's still out on 3Dvision support and whether I'll be able to implement it. I may need to hire someone from the Clickteam community to build a 3Dvision plugin. If so, I'd probably only do so after a (potential) successful kickstarter.
But in other news, I've got a trailer! I've been working on this thing pretty much non-stop for 2+ years (more or less when you may have noticed me fade away from the forums...I barely even have time to play games anymore, lol).
Anyway, here it is :)
https://www.youtube.com/watch?v=UvNNG0tExhQ
The jury's still out on 3Dvision support and whether I'll be able to implement it. I may need to hire someone from the Clickteam community to build a 3Dvision plugin. If so, I'd probably only do so after a (potential) successful kickstarter.
But in other news, I've got a trailer! I've been working on this thing pretty much non-stop for 2+ years (more or less when you may have noticed me fade away from the forums...I barely even have time to play games anymore, lol).
I personally cannot stand all these post processing effects people are obsessed with adding to their games. My current pet peeve is the ones in Tomb Raider. (at least they had the sense to make them optional this time.)
I am talking Lense flares, Dirt, DOF, motion blur and especially Chromatic Damn abberation. I don't want to feel like I am camera man in a game I want to feel immersed, and I hope this is a trend that meets its end soon. Although I am not holding my breath.
That said good luck with your project, and the style of your game definately looks like one of the few scenarios DOF is appropriate due to the speed the backgrounds are wizzing by. But I guess it could be argued that this effect would kind be there anyway creaed by how your eyes naturally percieve the image.
one things for certain, I especially will support any developer that considers 3dvision in their work.
I personally cannot stand all these post processing effects people are obsessed with adding to their games. My current pet peeve is the ones in Tomb Raider. (at least they had the sense to make them optional this time.)
I am talking Lense flares, Dirt, DOF, motion blur and especially Chromatic Damn abberation. I don't want to feel like I am camera man in a game I want to feel immersed, and I hope this is a trend that meets its end soon. Although I am not holding my breath.
That said good luck with your project, and the style of your game definately looks like one of the few scenarios DOF is appropriate due to the speed the backgrounds are wizzing by. But I guess it could be argued that this effect would kind be there anyway creaed by how your eyes naturally percieve the image.
one things for certain, I especially will support any developer that considers 3dvision in their work.
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
EVGA 1080TI SLI
Samsung SSD 840Pro
ASUS Z97-WS
3D Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
It seems to be a love it or hate it thing, I guess. As an aesthetic choice, I've personally always loved DOF and motion blur. I've actually gone as far as uninstalling games because they didn't have motion blur (eg. Rage). And it's always the first thing I look for in Bethesda game mods.
But anyway, in 99% of platformers, the backgrounds will be heavily differentiated from the foreground in some way (usually desaturated, sometimes blurred). It just looks chaotic otherwise. I don't favour the desaturation method because it ends up making most of the game pastel. So, being a fan of DOF, I opted for the blur method, though I use slight desaturation too.
It seems to be a love it or hate it thing, I guess. As an aesthetic choice, I've personally always loved DOF and motion blur. I've actually gone as far as uninstalling games because they didn't have motion blur (eg. Rage). And it's always the first thing I look for in Bethesda game mods.
But anyway, in 99% of platformers, the backgrounds will be heavily differentiated from the foreground in some way (usually desaturated, sometimes blurred). It just looks chaotic otherwise. I don't favour the desaturation method because it ends up making most of the game pastel. So, being a fan of DOF, I opted for the blur method, though I use slight desaturation too.
[quote="Volnaiskra"]But in other news, I've got a trailer! I've been working on this thing pretty much non-stop for 2+ years (more or less when you may have noticed me fade away from the forums...I barely even have time to play games anymore, lol).[/quote]
That's looking really cool :)
[quote="necropants"]I personally cannot stand all these post processing effects people are obsessed with adding to their games. My current pet peeve is the ones in Tomb Raider. (at least they had the sense to make them optional this time.)
I am talking Lense flares, Dirt, DOF, motion blur and especially Chromatic Damn abberation. I don't want to feel like I am camera man in a game I want to feel immersed, and I hope this is a trend that meets its end soon. Although I am not holding my breath.[/quote]
Just on that - one of the reasons I hate motion blur is because it almost never occurs in human perception (there is one exception - the background while tracking a moving object). Whenever your eyes move and may be subject to motion blur, your brain suppresses the inputs from them and you are temporarily blinded. You don't realise this because your brain maintains an image in your perception, generated by a combination of the last input it did use from the eyes as well as an estimation of the rest of the scene.
If you pay close attention to your eye movement you will notice that they tend to move rapidly then pause briefly, even if you try to pan them continuously across a scene. Every time they pause your brain is updating the image in your perception, every time they are moving you are blind.
Magicians and pick pocket artists exploit this phenomenon so that you can't see their tricks even if you are paying attention - they have realised that there are certain movements they can make to blind you more effectively. This may also be a cause of some car accidents - look left/right too quickly at an intersection and your eyes may never have paused in the direction of an oncoming vehicle and you won't have seen it even though you are certain you looked towards it (ever had a car "come out of nowhere"?). I've been caught out by this and now make an intentional effort to either look left and right slower to make sure my brain will have paused my eyes enough to update my perception, or sometimes I use a more advanced technique wherein I defocus my eyes, which switches off this mechanism and I am able to see everything my eyes are seeing (but obviously now with both defocus and motion blur).
I firmly believe (but have no way to confirm) that this is also the reasons that birds move their heads back and forwards while they walk - whenever their heads are moving backwards they are stationary relative to the ground, which will be a perfect time for their brains to update their perception. Obviously while flying they cannot do this, but while flying they don't need a clear image to navigate - we already know that identifying the location of obstacles from a blurry moving video is relatively simple computationally speaking, much more so than correctly identifying an arbitrary object from a perfectly clear stationary image.
Lens flares and Chromatic Aberration are interesting ones - these are all artefacts limited to older (or very cheap) lenses or filters in photography & videography and never occur in human perception. In photography/filmography every effort has been made to eliminate or at least reduce these and they basically aren't a problem any more. As for dirt - again this is something that doesn't occur in human perception, and even comparing to a camera the "dirt" that games show never looks like the real thing (which is nothing more than a reduction in contrast), and lens hoods and maintaining the lens largely eliminate this.
DoF does occur in human perception, but our eyes naturally have a small aperture which minimises the effect (whereas the DoF that many games use are really only achievable with very wide apertures), plus our eyes tend to refocus on whatever we are looking at. This does have a place in a 2D game though, as it draws the eyes towards whatever is in focus. This is also the only effect where photographers typically buy more expensive lenses to enhance - an L series lens that can maintain F/2.8 across it's entire range of focal lengths is a worthwhile investment, or for a cheaper option you can't go past a prime lens that can do F/1.8 or better at 50mm focal length. This has less of a place in 3D, but I don't hate it there either - if I switch it off it's usually to try to regain some frames.
If games want to emulate human vision, why don't they ever render floaters on a blue sky (floaters are caused by loose fibres floating around inside the eyes)?
When I was a teenager I had an interesting experience after something got in my eye and scratched the eyeball. Overnight my eyes continued to water, which resulted in excessive amounts of "sleep" adhering to my eyelashes and sealing my eye shut (ah ha - another seemingly pointless bodily function that turns out to actually serve a purpose as a natural eye patch). After I finally managed to clean off the sleep and open my eye I could see rainbows around every light source or bright object. It was just like applying the dreamy post-processing effect to my actual vision :-p
However, despite all this I still don't turn these off in any of the fixes I've released unless the effect doesn't work in 3D. I don't consider it my place to second guess the artist's vision even though I do have opinions on these.
Volnaiskra said:But in other news, I've got a trailer! I've been working on this thing pretty much non-stop for 2+ years (more or less when you may have noticed me fade away from the forums...I barely even have time to play games anymore, lol).
That's looking really cool :)
necropants said:I personally cannot stand all these post processing effects people are obsessed with adding to their games. My current pet peeve is the ones in Tomb Raider. (at least they had the sense to make them optional this time.)
I am talking Lense flares, Dirt, DOF, motion blur and especially Chromatic Damn abberation. I don't want to feel like I am camera man in a game I want to feel immersed, and I hope this is a trend that meets its end soon. Although I am not holding my breath.
Just on that - one of the reasons I hate motion blur is because it almost never occurs in human perception (there is one exception - the background while tracking a moving object). Whenever your eyes move and may be subject to motion blur, your brain suppresses the inputs from them and you are temporarily blinded. You don't realise this because your brain maintains an image in your perception, generated by a combination of the last input it did use from the eyes as well as an estimation of the rest of the scene.
If you pay close attention to your eye movement you will notice that they tend to move rapidly then pause briefly, even if you try to pan them continuously across a scene. Every time they pause your brain is updating the image in your perception, every time they are moving you are blind.
Magicians and pick pocket artists exploit this phenomenon so that you can't see their tricks even if you are paying attention - they have realised that there are certain movements they can make to blind you more effectively. This may also be a cause of some car accidents - look left/right too quickly at an intersection and your eyes may never have paused in the direction of an oncoming vehicle and you won't have seen it even though you are certain you looked towards it (ever had a car "come out of nowhere"?). I've been caught out by this and now make an intentional effort to either look left and right slower to make sure my brain will have paused my eyes enough to update my perception, or sometimes I use a more advanced technique wherein I defocus my eyes, which switches off this mechanism and I am able to see everything my eyes are seeing (but obviously now with both defocus and motion blur).
I firmly believe (but have no way to confirm) that this is also the reasons that birds move their heads back and forwards while they walk - whenever their heads are moving backwards they are stationary relative to the ground, which will be a perfect time for their brains to update their perception. Obviously while flying they cannot do this, but while flying they don't need a clear image to navigate - we already know that identifying the location of obstacles from a blurry moving video is relatively simple computationally speaking, much more so than correctly identifying an arbitrary object from a perfectly clear stationary image.
Lens flares and Chromatic Aberration are interesting ones - these are all artefacts limited to older (or very cheap) lenses or filters in photography & videography and never occur in human perception. In photography/filmography every effort has been made to eliminate or at least reduce these and they basically aren't a problem any more. As for dirt - again this is something that doesn't occur in human perception, and even comparing to a camera the "dirt" that games show never looks like the real thing (which is nothing more than a reduction in contrast), and lens hoods and maintaining the lens largely eliminate this.
DoF does occur in human perception, but our eyes naturally have a small aperture which minimises the effect (whereas the DoF that many games use are really only achievable with very wide apertures), plus our eyes tend to refocus on whatever we are looking at. This does have a place in a 2D game though, as it draws the eyes towards whatever is in focus. This is also the only effect where photographers typically buy more expensive lenses to enhance - an L series lens that can maintain F/2.8 across it's entire range of focal lengths is a worthwhile investment, or for a cheaper option you can't go past a prime lens that can do F/1.8 or better at 50mm focal length. This has less of a place in 3D, but I don't hate it there either - if I switch it off it's usually to try to regain some frames.
If games want to emulate human vision, why don't they ever render floaters on a blue sky (floaters are caused by loose fibres floating around inside the eyes)?
When I was a teenager I had an interesting experience after something got in my eye and scratched the eyeball. Overnight my eyes continued to water, which resulted in excessive amounts of "sleep" adhering to my eyelashes and sealing my eye shut (ah ha - another seemingly pointless bodily function that turns out to actually serve a purpose as a natural eye patch). After I finally managed to clean off the sleep and open my eye I could see rainbows around every light source or bright object. It was just like applying the dreamy post-processing effect to my actual vision :-p
However, despite all this I still don't turn these off in any of the fixes I've released unless the effect doesn't work in 3D. I don't consider it my place to second guess the artist's vision even though I do have opinions on these.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
As a general rule, I love DOF, hate blur. Everybody's different. Game is looking good Volnaiskra! The speed reminds me of the old Sonic the Hedgehog games I played when I was a teenager... not sure I can keep up with the action nowadays ;)
As a general rule, I love DOF, hate blur. Everybody's different. Game is looking good Volnaiskra! The speed reminds me of the old Sonic the Hedgehog games I played when I was a teenager... not sure I can keep up with the action nowadays ;)
|CPU: i7-2700k @ 4.5Ghz
|Cooler: Zalman 9900 Max
|MB: MSI Military Class II Z68 GD-80
|RAM: Corsair Vengence 16GB DDR3
|SSDs: Seagate 600 240GB; Crucial M4 128GB
|HDDs: Seagate Barracuda 1TB; Seagate Barracuda 500GB
|PS: OCZ ZX Series 1250watt
|Case: Antec 1200 V3
|Monitors: Asus 3D VG278HE; Asus 3D VG236H; Samsung 3D 51" Plasma;
|GPU:MSI 1080GTX "Duke"
|OS: Windows 10 Pro X64
Well, I've been working on Spryke for well over 2 years now. I've poured a lot of love into it, and I believe it looks, sounds, and plays fantastic. I've dried up most of my funds (read: life savings), so it's time to hit [url="https://www.kickstarter.com/projects/volnaiskra/spryke-an-immersive-meticulously-crafted-platforme"]kickstarter[/url].
[img]http://i.giphy.com/3oz8xGav4NvPvL7WJq.gif[/img]
I still haven't found time to fully investigate whether 3Dvision will work. My suspicion is that it will work, but only if an extension is specially programmed for the Clickteam Fusion engine. This is definitely something I'm keen to look into, because I think Spryke would look pretty great in 3D.
The flatness of the platforms wouldn't be ideal for 3D, but there's a lot of depth in the parallaxing of the backgrounds and foregrounds. Some of the game will take place in Spryke's deep ocean home, as in the GIF above, and I think that would look absolutely stunning in 3Dvision.
I was hoping to make 3Dvision support an official stretch goal of the campaign. But unfortunately because I still don't know exactly how possible it is, it's not something I can promise.
[color="orange"][b]However, I CAN promise that if I hit my initial kickstarter target, I will seriously look into 3D vision support, including paying a programmer (potentially someone from this community, if there's interest) to - at the very least - investigate the technicalities of implementing 3Dvision support into the Clickteam Fusion engine (and hopefully build the required C++ extension to make that happen).[/color] [/b]
I don't know how much work that would involve, and I don't have the C++ skills myself. But if I reach my initial target, I'm prepared to throw a couple of grand at a programmer to make it happen, if that would cover the hours. If I make more than my minimum target, then I'll be willing to spend more if necessary.
I'm sorry that after all this time I haven't been able to give you a more precise answer about 3D. And I'm sorry that since starting this project I've become much quieter on the community. It's just taken up that much of my time.
Either way, I would really love it if you guys supported me (those who still remember me, at least!). Spryke has been a labour of love, and I'm really aiming for it to become one of the remarkable platformers of this generation. I've come far, but there's a long way to go, and without more funds, I honestly don't know how it's going to pan out.
[url="https://www.kickstarter.com/projects/volnaiskra/spryke-an-immersive-meticulously-crafted-platforme"]You can become a backer of Spryke at the kickstarter page here[/url]
Thanks!!
Well, I've been working on Spryke for well over 2 years now. I've poured a lot of love into it, and I believe it looks, sounds, and plays fantastic. I've dried up most of my funds (read: life savings), so it's time to hit kickstarter.
I still haven't found time to fully investigate whether 3Dvision will work. My suspicion is that it will work, but only if an extension is specially programmed for the Clickteam Fusion engine. This is definitely something I'm keen to look into, because I think Spryke would look pretty great in 3D.
The flatness of the platforms wouldn't be ideal for 3D, but there's a lot of depth in the parallaxing of the backgrounds and foregrounds. Some of the game will take place in Spryke's deep ocean home, as in the GIF above, and I think that would look absolutely stunning in 3Dvision.
I was hoping to make 3Dvision support an official stretch goal of the campaign. But unfortunately because I still don't know exactly how possible it is, it's not something I can promise.
However, I CAN promise that if I hit my initial kickstarter target, I will seriously look into 3D vision support, including paying a programmer (potentially someone from this community, if there's interest) to - at the very least - investigate the technicalities of implementing 3Dvision support into the Clickteam Fusion engine (and hopefully build the required C++ extension to make that happen).
I don't know how much work that would involve, and I don't have the C++ skills myself. But if I reach my initial target, I'm prepared to throw a couple of grand at a programmer to make it happen, if that would cover the hours. If I make more than my minimum target, then I'll be willing to spend more if necessary.
I'm sorry that after all this time I haven't been able to give you a more precise answer about 3D. And I'm sorry that since starting this project I've become much quieter on the community. It's just taken up that much of my time.
Either way, I would really love it if you guys supported me (those who still remember me, at least!). Spryke has been a labour of love, and I'm really aiming for it to become one of the remarkable platformers of this generation. I've come far, but there's a long way to go, and without more funds, I honestly don't know how it's going to pan out.
Are you converting from USD or AUD? My reward tiers are all in AUD. Which is about 1 EUR = 1.46 AUD
Looks like that kangaroo I put at the top of the graphic didn't do its job ;)
I'm afraid that probably happens to a lot of people :( I would have preferred to use USD, but kicktarter's rules don't allow it. A lot of people probably think my rewards are more expensive than they are :/
I'm afraid that probably happens to a lot of people :( I would have preferred to use USD, but kicktarter's rules don't allow it. A lot of people probably think my rewards are more expensive than they are :/
[quote="Volnaiskra"]I was hoping to make 3Dvision support an official stretch goal of the campaign. But unfortunately because I still don't know exactly how possible it is, it's not something I can promise.
[color="orange"][b]However, I CAN promise that if I hit my initial kickstarter target, I will seriously look into 3D vision support, including paying a programmer (potentially someone from this community, if there's interest) to - at the very least - investigate the technicalities of implementing 3Dvision support into the Clickteam Fusion engine (and hopefully build the required C++ extension to make that happen).[/color] [/b][/quote]
Just wanted to clarify that if I meet my target and manage to crack the 3Dvision problem in Fusion with a custom-programmed extension, I'll make it freely available to all Clickteam Fusion users too!
It's a 2D engine, so the 3D potential is low, of course. But it might result in a few Rayman-style (and hopefully Spryke-style!) platformers with that 3D popup book effect.
Kickstarter link here: https://www.kickstarter.com/projects/volnaiskra/spryke-an-immersive-meticulously-crafted-platforme
Volnaiskra said:I was hoping to make 3Dvision support an official stretch goal of the campaign. But unfortunately because I still don't know exactly how possible it is, it's not something I can promise.
However, I CAN promise that if I hit my initial kickstarter target, I will seriously look into 3D vision support, including paying a programmer (potentially someone from this community, if there's interest) to - at the very least - investigate the technicalities of implementing 3Dvision support into the Clickteam Fusion engine (and hopefully build the required C++ extension to make that happen).
Just wanted to clarify that if I meet my target and manage to crack the 3Dvision problem in Fusion with a custom-programmed extension, I'll make it freely available to all Clickteam Fusion users too!
It's a 2D engine, so the 3D potential is low, of course. But it might result in a few Rayman-style (and hopefully Spryke-style!) platformers with that 3D popup book effect.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
But in other news, I've got a trailer! I've been working on this thing pretty much non-stop for 2+ years (more or less when you may have noticed me fade away from the forums...I barely even have time to play games anymore, lol).
Anyway, here it is :)
[MonitorSizeOverride][Global/Base Profile Tweaks][Depth=IPD]
I am talking Lense flares, Dirt, DOF, motion blur and especially Chromatic Damn abberation. I don't want to feel like I am camera man in a game I want to feel immersed, and I hope this is a trend that meets its end soon. Although I am not holding my breath.
That said good luck with your project, and the style of your game definately looks like one of the few scenarios DOF is appropriate due to the speed the backgrounds are wizzing by. But I guess it could be argued that this effect would kind be there anyway creaed by how your eyes naturally percieve the image.
one things for certain, I especially will support any developer that considers 3dvision in their work.
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
EVGA 1080TI SLI
Samsung SSD 840Pro
ASUS Z97-WS
3D Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
But anyway, in 99% of platformers, the backgrounds will be heavily differentiated from the foreground in some way (usually desaturated, sometimes blurred). It just looks chaotic otherwise. I don't favour the desaturation method because it ends up making most of the game pastel. So, being a fan of DOF, I opted for the blur method, though I use slight desaturation too.
That's looking really cool :)
Just on that - one of the reasons I hate motion blur is because it almost never occurs in human perception (there is one exception - the background while tracking a moving object). Whenever your eyes move and may be subject to motion blur, your brain suppresses the inputs from them and you are temporarily blinded. You don't realise this because your brain maintains an image in your perception, generated by a combination of the last input it did use from the eyes as well as an estimation of the rest of the scene.
If you pay close attention to your eye movement you will notice that they tend to move rapidly then pause briefly, even if you try to pan them continuously across a scene. Every time they pause your brain is updating the image in your perception, every time they are moving you are blind.
Magicians and pick pocket artists exploit this phenomenon so that you can't see their tricks even if you are paying attention - they have realised that there are certain movements they can make to blind you more effectively. This may also be a cause of some car accidents - look left/right too quickly at an intersection and your eyes may never have paused in the direction of an oncoming vehicle and you won't have seen it even though you are certain you looked towards it (ever had a car "come out of nowhere"?). I've been caught out by this and now make an intentional effort to either look left and right slower to make sure my brain will have paused my eyes enough to update my perception, or sometimes I use a more advanced technique wherein I defocus my eyes, which switches off this mechanism and I am able to see everything my eyes are seeing (but obviously now with both defocus and motion blur).
I firmly believe (but have no way to confirm) that this is also the reasons that birds move their heads back and forwards while they walk - whenever their heads are moving backwards they are stationary relative to the ground, which will be a perfect time for their brains to update their perception. Obviously while flying they cannot do this, but while flying they don't need a clear image to navigate - we already know that identifying the location of obstacles from a blurry moving video is relatively simple computationally speaking, much more so than correctly identifying an arbitrary object from a perfectly clear stationary image.
Lens flares and Chromatic Aberration are interesting ones - these are all artefacts limited to older (or very cheap) lenses or filters in photography & videography and never occur in human perception. In photography/filmography every effort has been made to eliminate or at least reduce these and they basically aren't a problem any more. As for dirt - again this is something that doesn't occur in human perception, and even comparing to a camera the "dirt" that games show never looks like the real thing (which is nothing more than a reduction in contrast), and lens hoods and maintaining the lens largely eliminate this.
DoF does occur in human perception, but our eyes naturally have a small aperture which minimises the effect (whereas the DoF that many games use are really only achievable with very wide apertures), plus our eyes tend to refocus on whatever we are looking at. This does have a place in a 2D game though, as it draws the eyes towards whatever is in focus. This is also the only effect where photographers typically buy more expensive lenses to enhance - an L series lens that can maintain F/2.8 across it's entire range of focal lengths is a worthwhile investment, or for a cheaper option you can't go past a prime lens that can do F/1.8 or better at 50mm focal length. This has less of a place in 3D, but I don't hate it there either - if I switch it off it's usually to try to regain some frames.
If games want to emulate human vision, why don't they ever render floaters on a blue sky (floaters are caused by loose fibres floating around inside the eyes)?
When I was a teenager I had an interesting experience after something got in my eye and scratched the eyeball. Overnight my eyes continued to water, which resulted in excessive amounts of "sleep" adhering to my eyelashes and sealing my eye shut (ah ha - another seemingly pointless bodily function that turns out to actually serve a purpose as a natural eye patch). After I finally managed to clean off the sleep and open my eye I could see rainbows around every light source or bright object. It was just like applying the dreamy post-processing effect to my actual vision :-p
However, despite all this I still don't turn these off in any of the fixes I've released unless the effect doesn't work in 3D. I don't consider it my place to second guess the artist's vision even though I do have opinions on these.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
|CPU: i7-2700k @ 4.5Ghz
|Cooler: Zalman 9900 Max
|MB: MSI Military Class II Z68 GD-80
|RAM: Corsair Vengence 16GB DDR3
|SSDs: Seagate 600 240GB; Crucial M4 128GB
|HDDs: Seagate Barracuda 1TB; Seagate Barracuda 500GB
|PS: OCZ ZX Series 1250watt
|Case: Antec 1200 V3
|Monitors: Asus 3D VG278HE; Asus 3D VG236H; Samsung 3D 51" Plasma;
|GPU:MSI 1080GTX "Duke"
|OS: Windows 10 Pro X64
I still haven't found time to fully investigate whether 3Dvision will work. My suspicion is that it will work, but only if an extension is specially programmed for the Clickteam Fusion engine. This is definitely something I'm keen to look into, because I think Spryke would look pretty great in 3D.
The flatness of the platforms wouldn't be ideal for 3D, but there's a lot of depth in the parallaxing of the backgrounds and foregrounds. Some of the game will take place in Spryke's deep ocean home, as in the GIF above, and I think that would look absolutely stunning in 3Dvision.
I was hoping to make 3Dvision support an official stretch goal of the campaign. But unfortunately because I still don't know exactly how possible it is, it's not something I can promise.
However, I CAN promise that if I hit my initial kickstarter target, I will seriously look into 3D vision support, including paying a programmer (potentially someone from this community, if there's interest) to - at the very least - investigate the technicalities of implementing 3Dvision support into the Clickteam Fusion engine (and hopefully build the required C++ extension to make that happen).
I don't know how much work that would involve, and I don't have the C++ skills myself. But if I reach my initial target, I'm prepared to throw a couple of grand at a programmer to make it happen, if that would cover the hours. If I make more than my minimum target, then I'll be willing to spend more if necessary.
I'm sorry that after all this time I haven't been able to give you a more precise answer about 3D. And I'm sorry that since starting this project I've become much quieter on the community. It's just taken up that much of my time.
Either way, I would really love it if you guys supported me (those who still remember me, at least!). Spryke has been a labour of love, and I'm really aiming for it to become one of the remarkable platformers of this generation. I've come far, but there's a long way to go, and without more funds, I honestly don't know how it's going to pan out.
You can become a backer of Spryke at the kickstarter page here
Thanks!!
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
Looks like that kangaroo I put at the top of the graphic didn't do its job ;)
It's like I'm blind sometimes, lol.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
Just wanted to clarify that if I meet my target and manage to crack the 3Dvision problem in Fusion with a custom-programmed extension, I'll make it freely available to all Clickteam Fusion users too!
It's a 2D engine, so the 3D potential is low, of course. But it might result in a few Rayman-style (and hopefully Spryke-style!) platformers with that 3D popup book effect.
Kickstarter link here: https://www.kickstarter.com/projects/volnaiskra/spryke-an-immersive-meticulously-crafted-platforme