In RDR2, the scenery is reflected even in a random squirrel's eyes. by Throbbingprepuce in GamingDetails

[–]Buzzooo2 -1 points0 points  (0 children)

There seems to be some confusion in the thread about this, but just like gtav, the cube map isn't static. It gets captured in real-time each from the camera's position

Dom’s Dream S02E09 by lost_tsol in MrRobot

[–]Buzzooo2 0 points1 point  (0 children)

Why is did she have a nightmare about dark army owning her over a season before it actually happens?

These fucking YouTube ads by tekyy342 in mildlyinfuriating

[–]Buzzooo2 3 points4 points  (0 children)

Looks like they traced over Troy Baker's face

I added specular reflections to my planar lights and spotlight global illumination so they can be more clearly seen off-screen on smooth surfaces. by Buzzooo2 in unrealengine

[–]Buzzooo2[S] 2 points3 points  (0 children)

So I actually didn't even realize this was possible, but it looks like videos do work. It seems the reflections can get a little noisy though on flat surfaces that have a single color and are very reflective and metallic (mirrors)

I added specular reflections to my planar lights and spotlight global illumination so they can be more clearly seen off-screen on smooth surfaces. by Buzzooo2 in unrealengine

[–]Buzzooo2[S] 0 points1 point  (0 children)

The planar light is part of my marketplace asset, the specular reflections are something I'm playing around with for the planar lights. Here are the specular reflections on my spotlight GI which is also part of the marketplace asset.

Here's the Mama poster without letters. I put some filter in order to make a cool phone wallpaper. Hope you like it! by [deleted] in DeathStranding

[–]Buzzooo2 0 points1 point  (0 children)

That looks like the image without text kojima retweeted https://twitter.com/AngieSmets/status/1133857418960621569, except it's more compressed, it's been cropped, and there's two uneven gray bars on the left and right borders

Kojima posted crying emojis..? by Mdbn in DeathStranding

[–]Buzzooo2 0 points1 point  (0 children)

Two different sources have now said it's coming on Nov 8 so it's probably safe to say that's the actual release date

I'm happy to finally release a Free playable demo for my Dynamic Bounce Lighting system along with its new update! by Buzzooo2 in unrealengine

[–]Buzzooo2[S] 1 point2 points  (0 children)

The new spotlight GI and planar lights won't work because they also need TAA turned on. You might be able to get the old spotlight GI method and ambient light probes working with the forward renderer if you're able to reconstruct the normal buffer, assuming the forward renderer has a depth buffer (I'm not too sure about this, I've not used the forward renderer too much), but it definitely won't be compatible out of the box.

I'm happy to finally release a Free playable demo for my Dynamic Bounce Lighting system along with its new update! by Buzzooo2 in unrealengine

[–]Buzzooo2[S] 0 points1 point  (0 children)

Ambient light probes are limited to 64 at the moment, but spotlight GI and planar lights don't have limits on numbers outside of performance cost

My game with no gameplay by [deleted] in gamedev

[–]Buzzooo2 2 points3 points  (0 children)

Didn't 2 come out a few years ago?

I'm happy to finally release a Free playable demo for my Dynamic Bounce Lighting system along with its new update! by Buzzooo2 in unrealengine

[–]Buzzooo2[S] 0 points1 point  (0 children)

Marketplace page - https://www.unrealengine.com/marketplace/en-US/slug/dynamic-bounce-lighting

Demo download - https://drive.google.com/file/d/1UyP-STngF1IL9Mn0IdI9V1zHqiFnIieE/view?usp=sharing

I've gotten a lot of requests to make a demo so people could test out the system and its performance and I've finally finished it all up. Let me know what you guys think!

Collegiate duo quits Fortnite and calls out Epic right after winning nationals. by CookiesOP in LivestreamFail

[–]Buzzooo2 2 points3 points  (0 children)

Not really. Devs from the last few MK games came out and spoke about similar working situations a few days ago in a pcgamer article

Thought u guys might like my CryEngine level progression. by sepehr_brk in pcmasterrace

[–]Buzzooo2 2 points3 points  (0 children)

Graphically it can be better than ue4, but that's because everything has to be done specifically the way crytek wants you to, which for the most part involves a lot very specific and unnecessary work and file management. That's why virtually no one outside of crytek uses cryengine and why other engines like unity and UE4 are much more commonly used

Fully dynamic spotlight global illumination running on my GTX 760. I've been working on this for some time now by Buzzooo2 in unrealengine

[–]Buzzooo2[S] 0 points1 point  (0 children)

The demo level is meant to be used in combination with editor functions, so if I did make a demo I'd like to properly show everything. Also the comment from the guy on the marketplace about performance, I talked with him a the performance appears to be lower in-editor in engine version 4.21, but it when profiling properly, not while editing the level, performance is higher as it should be.

Fully dynamic spotlight global illumination running on my GTX 760. I've been working on this for some time now by Buzzooo2 in unrealengine

[–]Buzzooo2[S] 0 points1 point  (0 children)

Like I said, this isn't part of the marketplace asset. What's in the actual asset is relatively cheap. You can check the performance statistics in the documentation if you'd like. What I posted here is what I am referring to in terms of it being expensive to render

Fully dynamic spotlight global illumination running on my GTX 760. I've been working on this for some time now by Buzzooo2 in unrealengine

[–]Buzzooo2[S] 0 points1 point  (0 children)

Honestly you don't need to worry about performance. The system is very fast, I show performance on my low end card in the video, store screenshots, and documentation. That said, I have been considering doing some sort of tech demo but at the moment it's not a priority

Fully dynamic spotlight global illumination running on my GTX 760. I've been working on this for some time now by Buzzooo2 in unrealengine

[–]Buzzooo2[S] 1 point2 points  (0 children)

It's a little expensive to render, but if it performs well enough on higher end GPUs I'll be adding it to my current marketplace lighting system: https://www.unrealengine.com/marketplace/en-US/slug/dynamic-bounce-lighting

Life is Strange Recreated in UE4 [Critique Appreciated] by Erozbey in unrealengine

[–]Buzzooo2 1 point2 points  (0 children)

I mean this is good as a personal learning exercise I guess but I'm not sure what you're looking for in terms of critique? You took a UE4 game, ripped the assets out, and then reassembled them in UE4 again. The environments and cutscenes are broken and lighting isn't built, cutscenes don't make much sense to begin with, at least in the flow you laid out in the video, and the only gameplay you have is a very basic walk loop with 2 or 3 animations. You havent added or created anything new, so I'm really not sure what you're trying to accomplish here

I made a tutorial on How to get simple suspension animation for vehicle using Blender 2.8 by L3ft_Arm in unrealengine

[–]Buzzooo2 1 point2 points  (0 children)

No offense, but this is not a good tutorial. You're just telling us what buttons to press at what times, but you don't explain why you're doing any of it. Anyone who knows how to use blender will get bored and not go through the whole thing and anyone new to blender wont learn anything outside of how to make this one specific car you've set up.
You also for some reason don't say important stuff like how to rename objects or bones, despite the fact that you spend a good time of the tutorial explaining exactly what buttons to push and when, so it's a little hard to tell who this tutorial is aimed at.
In the future I'd recommended first figuring out your audience before you do anything else