pixelshow 2007 invitro by The Lab [web]
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popularity : 60% |
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alltime top: #11673 |
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added on the 2007-05-02 00:57:41 by Nuclear |
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They brought ducks!
Is there a way to watch the linux version on a mac?
Well, i found the colors abit weird...
But on the other hand, the music is very nice and funky, its got duck.3ds, it ran effortlessly on my x86_64 debian and it's GPL :-)
See you all at the partyplace :-)
But on the other hand, the music is very nice and funky, its got duck.3ds, it ran effortlessly on my x86_64 debian and it's GPL :-)
See you all at the partyplace :-)
Duck!!
It could work with a better font ;D
why?
ok-ish
Nice. Headbanging duckz!!! =)
nice ducks :)
Does the trick, a few comments:
The first image is probably the most wtf fugly thing I've seen in years. Just count: 4 fonts (2 of them being pseudo-3D), fake 'shadowing', layers with different amount of 'antialiasing', ms-paint horrible spray effect with FF00FF color...
Then the logo of pixelshow: Somebody took the original, minimalist B&W logo designed by amoivikos and ass-raped it by adding splashes of 'cool' FF00000 gritty textures and then bilinear-filtering enlarge it to make it fit. I bet you didn't even ask for his permission or approval for this crime of style.
Anyway, back to that demo: The ducks dancing are nice albeit very slow (like sub 10fps on a 9550) due to pixel shader nightmares involving several normalize, pow etc.etc. (cell-shading ofcourse can be done with plain-vanilla opengl or simple shader operations which would give you 100fps+ for a simple scene like this).
There is a bug with the text going up - there is some sort of step and instances where you see some horizontal lines on top of letters.
Anyway, thumbs up carrying the message across.
The first image is probably the most wtf fugly thing I've seen in years. Just count: 4 fonts (2 of them being pseudo-3D), fake 'shadowing', layers with different amount of 'antialiasing', ms-paint horrible spray effect with FF00FF color...
Then the logo of pixelshow: Somebody took the original, minimalist B&W logo designed by amoivikos and ass-raped it by adding splashes of 'cool' FF00000 gritty textures and then bilinear-filtering enlarge it to make it fit. I bet you didn't even ask for his permission or approval for this crime of style.
Anyway, back to that demo: The ducks dancing are nice albeit very slow (like sub 10fps on a 9550) due to pixel shader nightmares involving several normalize, pow etc.etc. (cell-shading ofcourse can be done with plain-vanilla opengl or simple shader operations which would give you 100fps+ for a simple scene like this).
There is a bug with the text going up - there is some sort of step and instances where you see some horizontal lines on top of letters.
Anyway, thumbs up carrying the message across.
Nice prod. I don't like that it uses pixelshaders when the same stuff could be done without them, but then again i know there were some time limitation so it's ok. At the end, the result is what matters.
@Navis:
I think that you have something wrong with your card (didn't you used to have a GeForce btw?). We ran the demo with even 1000 ducks without any performance penalty. The only part where having 1000 ducks had a penalty was in the wireframe thing.
However note that Radeon 9550 is an old and slow card (R300 generation - actually RV350), which is just a little faster than a GeForceFX 5200 and the slower card from the whole R300 generation (according to information found at Wikipedia at least - i don't own these cards). The invitation is fully PS2.0 (the animating gradients and the text is all calculated in a pixel shader i think). So the slow speed is possibly because of that.
In any case, in any card i tried, including my own GeForce FX 5950 Ultra, it runs smoothly and flawlessly (even with 100 ducks - my FX can't cope with 1000 :-D).
@Navis:
I think that you have something wrong with your card (didn't you used to have a GeForce btw?). We ran the demo with even 1000 ducks without any performance penalty. The only part where having 1000 ducks had a penalty was in the wireframe thing.
However note that Radeon 9550 is an old and slow card (R300 generation - actually RV350), which is just a little faster than a GeForceFX 5200 and the slower card from the whole R300 generation (according to information found at Wikipedia at least - i don't own these cards). The invitation is fully PS2.0 (the animating gradients and the text is all calculated in a pixel shader i think). So the slow speed is possibly because of that.
In any case, in any card i tried, including my own GeForce FX 5950 Ultra, it runs smoothly and flawlessly (even with 100 ducks - my FX can't cope with 1000 :-D).
Party on.
/me likes
geez, you can't make a comment these days.. anyway,
I don't know how or why but while 'The little prince' by kolor runs at solid framerate (a 2001 demo mind), this invitation runs at like 10fps (both demos feature cell shading, also little prince has a few more polygons per scene :-)). If you can explain that...
My fair bet is again the shaders, namely obj.p.glsl which has all these operations and still manages to look like something you could do with a 1D texture look-up or some sort of clever environmental shading using opengl 1.0. I mean you even normalize a vec3 coming directly from the vertex shader - wouldn't it be better to normalize before passing it through ?? Then you have effectively 1D texture look-ups using 2D textures "texture2D(tex, vec2(d, 0.55))". Wastefull. Just a though :-)
I don't know how or why but while 'The little prince' by kolor runs at solid framerate (a 2001 demo mind), this invitation runs at like 10fps (both demos feature cell shading, also little prince has a few more polygons per scene :-)). If you can explain that...
My fair bet is again the shaders, namely obj.p.glsl which has all these operations and still manages to look like something you could do with a 1D texture look-up or some sort of clever environmental shading using opengl 1.0. I mean you even normalize a vec3 coming directly from the vertex shader - wouldn't it be better to normalize before passing it through ?? Then you have effectively 1D texture look-ups using 2D textures "texture2D(tex, vec2(d, 0.55))". Wastefull. Just a though :-)
pixelshader sucks... it's don't running on my laptop :(
Today i think it's more "your laptop sucks, it doesn't have pixelshaders" :-P
for a well tesselated object the normal should be very close to being a unit, even with linear interpolation, giving you almost the same visual results.
All that doesn't change the fact that you have a 10 line shader to do something that pre 2002 demos did much faster in plain opengl.
Well, this demo doesn't feature a "well tesselated" object, but a low-res duck.3ds object. I tried to remove the normalize call from the shader, and the highlights looked like crap (well, they were flying all around :-P). I prefer the highlighted version.
In any case, if you so want to see it without pixelshaders and you believe that it can be done so fast without hassles, the source code is there, get it, modify it and post it there. I'm sure that Nuclear will include your modified source in his product and you'll make every 9550 owner a proud demoscener. If they care, that is.
In any case, if you so want to see it without pixelshaders and you believe that it can be done so fast without hassles, the source code is there, get it, modify it and post it there. I'm sure that Nuclear will include your modified source in his product and you'll make every 9550 owner a proud demoscener. If they care, that is.
We're in 2007, who cares if you use some performance-wise inefficient techniques to increase productivity?
talk about primadonas who cant take a critic... geez
yeah it must be an unfound conspiracy that a 1996 effect runs like 50 times slower than it should be...
Naaah...
oh noes broken link :(
screenshot vote
Quote:
Critique which is based on fact and reason is very welcome. Critique which is content-free, unfounded and spurious, and speaking out of ones ass just to make a fuss will not be accepted.
ahahaha
Quote:
talk about primadonas who cant take a critic... geez
suddenly makes a lot of sense :D
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Well for the "why?" question from the nfo... I really would like to know anyway :)