nop but seen some games starting to do stuff like that, where shows like a sample pic with left and right halves, showing the setting, which pretty cool
least they arent just using unreal, rather there be atleast a few choices in game engines, bein whole monopoly thing/if they suck then everything would suck. and in general so far mostly only seen poor implementation of rt and stuff, and that theres no fall back option for reducing the load when it wouldnt do anything anyways, like when you see the edge of a top of car and its just a heavily distorted generic sky/lighting color in real life, and they are wasting time ray tracing the car when vast majority of the time the reflection is just the overall sky color like overlayed over the car color, that they dont do a test to see if the surface would actually have something in range to have a higher detailed reflection before they run the actual full pass full resolution reflection of nothing(if they did it correctly) or basically just lighting
would not be surprised if it takes atleast 1/2 if not the entire gen before they start to make games with reasonable surface textures/reflectiveness, and accounting for basic lighting conditions where you get relfections only when something is in range to be visible, under proper lighting conditions etc, and just do an approximation or just light/shading pass if there is no high detailed reflection in view
like if you were looking down at a pool at a far angle most of the time you see thru the water to the bottom of the pool, not a perfect painting of the background behind, maybe a real faded transparency distorted/blurr of some reflection but mostly seeing thru the surface and farther angle down you are looking the more up in the sky the reverse of the reflection,
alot of fiddly stuff to mess with i guess, surface color/textures, like a unpowered crt or lcd is alot less reflective in effect then those fake mirrors where its glass with the paint on the back to be shiny or whatever, because the black absorbs alot more light, eventhough they are very similar glass sheen on the front, the back behind color matters
but they had alot of issues with this stuff already in like dx10 and early dx11 particularly, like weird plasticy/sweaty/wet skin and stuff, basically that but dialed upto 11
did bunch work on remote function so far pretty good lookin now gotta do more testing tho all the functions, and test for a particular edge case:
was trying to get it to resolve as much of the command as possible without having to use â-argumentâ formatting, edge case in particular is like n home alone 2 2 -a
, the first one is always everything upto the first space so thats easy, final commands would always be right before the end of the string with a -, â-aâ â-arbâ â-rbâ etc, being i know every possible combination of those endings, only those specific ones pass as an argument else it could be the list name
trying to resolve that second 2 in the example above as being the number specified, for the n
play mode where you say how many times to play from that list, by it being exactly before one of those end arguments, plus that space between it and the argument, and a space right before it; or a space before it and the string terminated right after it, and the play mode which would be given a number.
but thats pretty convoluted so if that works/prolly minor issues at a minimum
so far seems pretty good tested the `home alone 2` example worked fine