@Tristan: I studied computergrafics for 5 years. I'm making 3D art now since about half a year fulltime, but I had some experience before that. Its hard to focus on one thing, it took me half a year to understand most of the vegetation creation pipelines. For speeding up your workflow maybe spend a bit time with the megascans library. Making 3D vegetation starts from going outside for photoscanns to profiling your assets. Start with one thing and master this. @Maxime: The difference between my technique and Z-passing on distant objects is quiet the same. (- the higher vertex count) I would start using this at about 10-15m+. In this inner radius you are using (mostly high) cascaded shadows, the less the shader complexety in this areas, the less the shader instructions. When I started this project, the polycount was a bit to high. Now I found the best balance between a "lowpoly" mesh and the less possible overdraw. The conclusion of this technique is easily using a slightly higher vertex count on the mesh for reducing the quad overdraw and shader complexity. In matters visual quality a "high poly" plant will allways look better than a blade of grass on a plane.
Is this not like gear VR or anything else
A two-member team of Theory Interactive is getting ready to release a game called Reset that is all about Nvidia’s technologies. The game is an atmospheric exploration-puzzler for PC. The team has presented a new gameplay video that shows the game’s world and gives a hint at how the developers used Nvidia’s technologies to bring Reset to life.
The gameplay here is about controlling a robot on an abandoned island. Explore forsaken places inhabited by computer-controlled machines. Nvidia’s tools control the physics of the world, both on land and underwater. The game is being developed in a proprietary engine called Praxis that incorporates PhysX and WaveWorks from Nvidia’s GameWorks SDK.
The game might become something really cool with the help of Nvidia. What do you think about the upcoming project?