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    Screenshot of the week

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    • BlackYpsB Offline
      BlackYps
      last edited by

      Here are some comparison screenshots of the new work-in-progress PBR shaders. The first picture is always the current shader, then comes the new shader. All screenshots are without any post-processing.

      Screenshot_20230212_212532.jpg
      Screenshot_20230212_212322.jpg
      Screenshot_20230212_215036.jpg
      Screenshot_20230212_215104.jpg
      Screenshot_20230212_215932.jpg
      Screenshot_20230212_215916.jpg
      Screenshot_20230212_221643.jpg
      Screenshot_20230212_221553.jpg
      Screenshot_20230212_221818.jpg
      Screenshot_20230212_221800.jpg
      Screenshot_20230212_224131.jpg
      Screenshot_20230212_224145.jpg
      Screenshot_20230212_225731.jpg
      Screenshot_20230212_225718.jpg

      1 Reply Last reply Reply Quote 8
      • ZeldafanboyZ Offline
        Zeldafanboy
        last edited by

        UEF looks better, as well as the liquid metal of Aeon construction animation, but the lack of bloom from light sources makes all lights on structures look worse. Cybran looks kind of washed out, and Seraphim is way less shiny.

        put the xbox units in the game pls u_u

        FemboyF 1 Reply Last reply Reply Quote 1
        • FemboyF Offline
          Femboy Promotions team @Zeldafanboy
          last edited by

          @zeldafanboy I like it more mute than the super bright and shiny current versions. Gives it a better look

          FAF Website Developer

          1 Reply Last reply Reply Quote 1
          • SaverS Offline
            Saver
            last edited by

            look very good

            1 Reply Last reply Reply Quote 0
            • L Offline
              lilSidlil
              last edited by lilSidlil

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              YouTube: https://www.youtube.com/c/lilSidlil
              Discord: https://discord.gg/rW6AHqr
              VK: https://vk.com/scfaforever

              L 1 Reply Last reply Reply Quote 2
              • L Offline
                lilSidlil @lilSidlil
                last edited by

                alt text

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                YouTube: https://www.youtube.com/c/lilSidlil
                Discord: https://discord.gg/rW6AHqr
                VK: https://vk.com/scfaforever

                1 Reply Last reply Reply Quote 5
                • BlackYpsB Offline
                  BlackYps
                  last edited by

                  Some updates on the Aeon PBR progress. As usual, the current shader comes first, then the PBR one.

                  Screenshot_20230330_142011.jpg
                  Screenshot_20230330_141418.jpg
                  Screenshot_20230330_143550.jpg
                  Screenshot_20230330_143527.jpg

                  1 Reply Last reply Reply Quote 6
                  • BlackYpsB Offline
                    BlackYps
                    last edited by

                    Some more screenshots: https://github.com/FAForever/fa/pull/4870 Note that the images there compare between before and after the pull request, there is no direct comparison with the current shaders that the game uses.

                    1 Reply Last reply Reply Quote 0
                    • BlackYpsB Offline
                      BlackYps
                      last edited by

                      Screenshot 2023-09-04 194554.png
                      Screenshot 2023-09-04 211544.png

                      Z 1 Reply Last reply Reply Quote 6
                      • Z Offline
                        zhanghm18 @BlackYps
                        last edited by

                        @blackyps hello I use the latest version of FAF, but the shadow of my naval units on the sea is not like your screenshot, but the shadow is on the sea bottom. The map I used was concord lake, the original map of the game

                        1 Reply Last reply Reply Quote 0
                        • BlackYpsB Offline
                          BlackYps
                          last edited by

                          the shadow is still at the bottom of the sea in my screenshots. But they are taken on a test map where I aligned the sun direction that the water uses with the sun direction that the terrain uses. For some reason they are separate. Doing this allows these sun reflections on the water, but basically all maps don't use this so far, so you don't see it on concord lake.

                          1 Reply Last reply Reply Quote 1
                          • BlackYpsB Offline
                            BlackYps
                            last edited by

                            Comparison of the capabilites of the current terrain shader and the one that the map generator will use in the future.
                            Screenshot 2023-12-10 135515.jpg
                            Screenshot 2023-12-10 135539.jpg

                            Z 1 Reply Last reply Reply Quote 2
                            • IndexLibrorumI Offline
                              IndexLibrorum Global Moderator
                              last edited by

                              Are we playing the same game?

                              "Design is an iterative process. The required number of iterations is one more than the number you have currently done. This is true at any point in time."

                              See all my projects:

                              1 Reply Last reply Reply Quote 0
                              • BlackYpsB Offline
                                BlackYps
                                last edited by

                                I don't know https://en.m.wikipedia.org/wiki/Ship_of_Theseus

                                1 Reply Last reply Reply Quote 5
                                • Z Offline
                                  zhanghm18 @BlackYps
                                  last edited by

                                  @blackyps It looks great. Will this change improve existing maps?

                                  1 Reply Last reply Reply Quote 1
                                  • BlackYpsB Offline
                                    BlackYps
                                    last edited by

                                    No, the changes are too unpredictable to apply them automatically. It will however be possible to convert existing maps. In the best case the effort for this is rather low, in a worse case it requires some tweaking of the map, which is easy in principle, but we still have to develop the tools to be able to do it easily. That's why we are searching for someone with unity experience as mentioned here: https://forum.faforever.com/topic/6881/call-for-volunteer-map-editor-development-in-unity

                                    1 Reply Last reply Reply Quote 0
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