Soldato
- Joined
- 25 Nov 2011
- Posts
- 20,679
- Location
- The KOP
Interesting read into the tech behind the game..
This bit stud out for me, AMD bring in physics
GPU-ACCELERATED PARTICLES
The particle effects in Alien: Isolation breathe life into the eerie setting of the Sevastopol. From fire and smoke effects, to the streams of sparks generated by Ripley’s blow torch, an efficient way to simulate the thousands of simultaneous particles is to run a physical simulation on an AMD Radeon™ GPU.
The different characteristics of these particle types are artist-controlled using parameters baked into the metadata of a texture. Particles can be affected by velocity fields and bounced off the scene geometry by reading data out of the G-buffer. When it's time to render for the player, the particle physics are GPU-accelerated with DirectCompute on AMD Radeon™ graphics cards
http://community.amd.com/community/...og/2014/10/07/high-tech-fear--alien-isolation
This bit stud out for me, AMD bring in physics
GPU-ACCELERATED PARTICLES
The particle effects in Alien: Isolation breathe life into the eerie setting of the Sevastopol. From fire and smoke effects, to the streams of sparks generated by Ripley’s blow torch, an efficient way to simulate the thousands of simultaneous particles is to run a physical simulation on an AMD Radeon™ GPU.
The different characteristics of these particle types are artist-controlled using parameters baked into the metadata of a texture. Particles can be affected by velocity fields and bounced off the scene geometry by reading data out of the G-buffer. When it's time to render for the player, the particle physics are GPU-accelerated with DirectCompute on AMD Radeon™ graphics cards
http://community.amd.com/community/...og/2014/10/07/high-tech-fear--alien-isolation
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