He's done such an impressive work. This imo is the most impressive dreams game being made though.
yooo ... that looks like a next-gen "Vanishing of Ethan Carter".
He's done such an impressive work. This imo is the most impressive dreams game being made though.
He's done such an impressive work. This imo is the most impressive dreams game being made though.
Yes im more excited for 2d and isometric games like hollow knight and hotline miami style. For such games i think Dreams has enough thermo to provide for creators to go wild and do anything. Cowl has the trailer of a top notch indie game for example. It has a long way to go but for a single person creating it within a few months is already super impressive. Im not hoping much out of 3d games until ps5 version as apart from thermo 3d stuff requires immense amount of time as well.this looks like the game I think a lot of us were hoping Below would turn out to be. and then some. that's one helluva Dreams trailer, thanks for sharing.
A very basic grasp, as in placing objects and very basic world building? A couple of hours tops.How long does it take to learn the tools in Dreams? Like to get a basic grasp of them?
I need to buy this game, but I'm afraid of the learning curve.
Not sure. I do remember them explaining it what it was. The answer was among their first interviews after revealing the project.
I found this link, hopefully it will help: https://www.creativebloq.com/features/dreams-on-ps4-all-you-need-to-know-to-get-started
You can create textures in Dreams. By painting over the models with certain tools. It is just that there's a certain level of fidelity people can reach without busting the thermos' limit. However, there are people pushing these techniques by making them more cost-effective within the thermos every day. Some of the best creators in Dreams became masters at optimizing their assets' weight for their project.
What the fuck?
Here's a cool video showing some of the cool tricks you can do to achieve this 'hyper-real' effect in Dreams
Making Realistic Textures in Dreams PS4 (Showcase)
Hey dreamers I'm excited to be able to showcase you how to make realistic textures in Dreams on a Playstation 4! With the techniques shown in this video you ...www.youtube.com
I don't want to downplay how gorgeous it looks, but I would have preferred less detailed and more life.
Static vegetation is really weird to watch, uncanny valley for me.
Honestly I prefer this over the average professional game which always has some hyperactive bushes swaying back and forth constantly in a very unconvincing and distracting manner. It's a calm day, things don't always sway back and forth constantly.That looks really nice atmosphere-wise but just like the other forest walkthrough the extreme staticness of it all really hurts the presentation. The density is great but there's no life to it all.
There's a really good siggraph talk from 2015 where Alex Evans talks about how the art style, toolset, engine and performance requirements forced numerous engine iterations and re-thinks, a mini version of a siggraph talk I think (it's only half an hour long so well worth a watch). mmalex is one of those super geeky tech savants who can seemingly just chat away and make dumb people like me think they understood something well beyond them, no dry boring technobabble. So it's not traditional texture/model/mesh-based, and it's not voxels, what I got is that it's based on constructive solid geometry; making complex stuff by applying super basic stuff to other super basic stuff by adding, subtracting, blending and colouring. Signed distance fields define around a dozen of these primitive shapes likes cube, cone, taurus and splines, and clouds of point cloud 'splats' are used to render them. He goes into more specifics on what that offers for LODs, lighting, intersections etc.
The softness/blurriness (?) of the footage reminds of "impossible" Switch ports
but other than that, holy shit that is impressive
Watch the video I linked above if you have 20-30 minutes, traditional LOD isn't applicable here, you get those as an inherent property of the engine. Movement might be slow because of an artistic choice, might be they're abusing motion blur or something else that would artifact with faster movement. You'd have to ask.Serious (not hating) questions, as I've only played the official levels and not tried the creator.
Is there a reason they walk so slow? Does the game struggle with loading or draw-in?
Big is relative. You can certainly have large expanses in your Dreams. It's a trade off on the various thermometer aspects, but some aspects require you to think about things a bit differently than you might naturally - some simple things burn thermometer, others you feel like you're getting a lot for "free".
Is there a resource limit, like if you create such detailed world's, does that reduce the remove the ability to add characters, AI, actions?
Totally agree. I trail run through an eerie tall pine forest near here (well, used to, when we were allowed to play outside) and there's nothing but creepy stillness. The smaller vegetation, ferns etc. barely move and looking up through to the sky peeping through looks just like his videos.I'm the opposite! That's what makes it realistic looking to me.
How often in a dense looking Forrest/trail walk do you see plant life swaying about like there's a hurricane blowing through?
Look at that video above your post. The stillness of the Forrest is what makes it so full of life.
No. The higher the res the more apparent the lack of fine details become. When it's low res you can't tell the difference between a lack of detail and detail lost due to IQ, so you're brain fills in the gaps.is it weird that i thought it looked more real at 360p than hd?
There's a really good siggraph talk from 2015 where Alex Evans talks about how the art style, .
Well, I have some good news for you. Alex Evans confirmed in a recent interview that they've got the game running on the PS5 (natively). So they are definitely going to take advantage of the PS5's power.I really hope this game is carried over into the next generation. I know it'll be back-compat but I'd love to see some kind of proper PS5 support, so users could take advantage of that system's strengths. I don't know how they'd go about doing that but they're clearly wizards over there.
Dreams use splats for textures and hulls for opaque things, so not point cloud. Point cloud Was not performant in real time and left seams in objects, everything was transparent to a degree!
I thought it uses splats to paint surfaces on point clouds. Without the point clouds, where do you splat? I went back to the video I linked, he said "Dreams is rendering a cloud of point clouds of point clouds" right after he talks about once you're rendering everything with splats, you get certain stuff for free and can take advantage of that. The pipeline flow diagram shows edit list -> compute shader of doom -> signed distance fields -> pre-filtered & clustered point clouds (cloud of cloud of point clouds) -> software renderer (no triangles) atomic unit -> zbuffer/g-buffer/something off screen.Dreams use splats for textures and hulls for opaque things, so not point cloud. Point cloud Was not performant in real time and left seams in objects, everything was transparent to a degree!
He's done such an impressive work. This imo is the most impressive dreams game being made though.
Thats amazing.
What kind of upgrades could a ps5 offer dreams?