Farbrausch - fr-041: debris [HD, Ultra]

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Published on ● Video Link: https://www.youtube.com/watch?v=tq2llbP52Zo



Duration: 7:20
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farbrausch @ breakpoint 2007
fr-041: d e b r i s .

credits:
--------

visuals, direction: theunitedstatesofamerica (aka fiver2)
code: chaos, ryg
soundtrack: ronny
synthesizer: kb
sound effects: wayfinder
additional graphics: giZMo
additional code: tron
special thanks: fried

system requirements:
--------------------

- minimum:
* p4 2ghz or athlon 2000+ (with sse)
* 512mb ram
* ps2.0 capable graphics card with 128mb vram
* directx 9.0c

- recommended:
* core2duo or athlon x2 with >=2.4ghz
* 1024mb ram
* geforce 7600/radeon x1600 or better with 256mb vram

settings:
---------

- resolution: pick your favourite.
- aspect ratio:
* for fullscreen, pick one that matches your screen.
* for windowed, it should match your desktop resolution.
- multisampling: if you have a fast graphics card, go wild here.
- texture quality:
* normal: lower-than-default texture resolution+dxt compressed textures.
be sure to pick this if you have 512mb ram. (also speeds up loading time)
* high: default texture size, dxt compressed textures. recommended setting.
* ultra: default texture size, no texture compression. pick this if your
system is too fast and you want to burn fillrate and bandwidth for
a barely visible improvement.
- full screen: leave it on if possible :)
- wait for vsync: looks better with vsync on, but turn it off if you want.
- shadows: you can turn off realtime shadowcasting here. makes things faster
(especially with older graphics cards) but definitely looks worse.
- loop demo: turn it on and just don't touch escape, baby!

blah-section:
-------------

hm.

maybe for the final? :)
(tired, compos to organize, kthxbye! :)

tech notes:
-----------

at its heart this is still the werkkzeug3/kkrieger engine, except with a
new(*) lighting/material system. models and textures are still generated.
(though we don't use the sizeoptimized versions of everything, which made
our lives a lot easier). we also still use shadow volumes, which makes the
demo somewhat cpu-hungry, especially towards the end, since we have to
transform a lot of the animated models by hand. but we didn't want to change
the whole lighting pipeline in the middle of a project.

(*): it was actually used for some scenes in fr-048: precision, but (as you
can see from the fr-number) that was started a lot later than debris, so this
demo is atleast historically its first real user)

contact:
--------

www.farbrausch.com
www.theprodukkt.com

.werkkzeug3 texture edition soon to be available.
stay tuned and check the .theprodukkt website for details.







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