Confetti offers Middleware for Sony Computer Entertainment’s PlayStation®4

Sunday, March 10,2013
Confetti offers Middleware for Sony Computer Entertainment’s PlayStation®4 Encinitas, USA – March 4th, 2013 Confetti (www.conffx.com), a provider of cutting edge 3D middleware and a Tools & Middleware provider for PlayStation®4 from Sony Computer Entertainment Inc., announces today that game developers for PlayStation®4 will be able to access the full power of ...
This post is in: Confetti, D3D10, D3D11, Deferred Lighting, DirectCompute, General GPU Programming, Geometry Manipulations, Global Illumination, Hardware Tesselation, Order-Independent Transparency, Particle System, PostFX, PS3, PS4
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EmotionFX

Wednesday, March 30,2011
In the RawK demo we used EmotionFX 3 for character animation. The reason why we picked this package was that we wanted to have support on PC, iPhone and in the future Android with the same API (we also support XBOX 360 and other platforms in our engine, but that ...
This post is in: Confetti, Geometry Manipulations, iPhone iPod Touch iPad Programming, PS3
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Oolong Engine, Confetti, Light Pre-Pass on SPU, GPU Pro, Order-Independent Transparency

Monday, May 10,2010
A lot of smaller things happened in the last months. Oolong Engine got an iPad update and many bugfixes: Oolong Engine Confetti Special Effects posted a couple of screenshots of several projects we are working on. So far we are showing of particle collisions, a next-gen dynamic skydome system with god ...
This post is in: Confetti, D3D11, Deferred Lighting, Global Illumination, GPU Pro, iPhone iPod Touch iPad Programming, Order-Independent Transparency, Particle System, PS3
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MSAA on the PS3 with Light Pre-Pass on the SPU

Friday, July 03,2009
In the previous "MSAA on the PS3" thread Matt Swoboda jumped in and mentioned that they implemented MSAA on the SPU in the Phyre Engine. I knew that they implemented the Light Pre-Pass on the SPU but I completely forgot that they also had a solution to do MSAA on ...
This post is in: Deferred Lighting, MSAA, PS3
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MSAA on the PS3 with Deferred Lighting / Shading / Light Pre-Pass

Wednesday, June 17,2009
The Killzone 2 team came up with an interesting way to use MSAA on the PS3. You can find it on page 39 of the following slides: http://www.dimension3.sk/mambo/Articles/Deferred-Rendering-In-Killzone/View-category.php What they do is read both samples in the multisampled render target, do the lighting calculations for both of them ...
This post is in: Deferred Lighting, Edge Detection, MSAA, PS3
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