ill try to summarise this the best I can. This question is in relationship to Ogre engine but also to the other rendering engines that are supposedly based on Ogre.
So far Ive found 2 game/rendering engines that say they use ogre at their core but in a visual comparison they look very different from Ogre.
One is neoaxis
http://www.neoaxisgroup.com/neoaxis/screenshots
the other is Visual3D.net
http://www.visual3d.net/game-engine/showcase
Now call me blind but Ive been looking over screenshots of all 3 for a while now and even trying the demo's of them and it seriously looks like Ogre has very washed out color compared to those other 2 engines.
But heres something else I noticed, These other 2 use C# as their scripting language or something like that. I mean Im an artist so Im not really up to snow on all these technical aspects but this it cerainly what it looks like. Ive heard that C# is like a performance lacking substitute for C++.
So my question is how can Ogre be tweaked to exhibit graphics with the kind of color seen in neoaxis and V3D?
Ogre=faded out color when it renders.
neo and V3D=nice HDR.
Is there some way these C# engines have been modified to display that kind of color? Ok I'll stop repeating myself lol, just wondering because Ogre essentially has everything I need in terms of artist tools but it seems really plain the way it renders colors. On the other hand theres those other 2 that have mad colors that are apparently based on Ogre but look nothing like it (at least to me they dont).
But yeah Thanks for any answers I appreciate it.
wast sure where this belonged so I stuck it in here (Ogre)
I can pretty much assure you that there's nothing about Ogre that causes it to have 'dull colors'. The rendering engine is only as good as the art assets it is given. Comparing screenshots for different engines only shows you how much time was spent preparing those screenshots and the artistic talent of the person who designed the scene.
If you want to implement HDR in ogre I'm certain you can do that. It may be slightly easier in one engine versus another depending on how it is organized, but there's nothing preventing you from doing it.
Unless you've specifically tried to implement the same scene in two engines and found it difficult to reproduce there's not much anyone can tell you. Picking out 10 Ogre screenshots and 10 Neoaxis screenshots and generalizing them is pretty pointless.
If you want to implement HDR in ogre I'm certain you can do that. It may be slightly easier in one engine versus another depending on how it is organized, but there's nothing preventing you from doing it.
Unless you've specifically tried to implement the same scene in two engines and found it difficult to reproduce there's not much anyone can tell you. Picking out 10 Ogre screenshots and 10 Neoaxis screenshots and generalizing them is pretty pointless.
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Almost all engines are equalvient these days, very few engines use anything different, it's just not cost effective. Almost all use similar shading model for lighting, or bake in their lighting, or use some screen space lighting model and post processing etc..
Some engines come with more knobs and others are more prepackaged but ultimately they all are optimized to run on the same hardware ( GPU ) and thus look very similar.
Ogre from my experience is one of those engines which has alot of knobs and whistles you can tweak for your own needs. They give you the entire source code, so it's very likely people tune it for their particular need, ie add more bloom, HDR lighting, maybe some SSAO etc.. If you know what your doing you can make it look good as the best commercial game out there..
If your looking for an engine which is already tweaked and tuned for best performance and look and is easy to use, look into Unity 3D. If your looking for the best commercial engine available, I hear the Unreal Engine is also available now, but it comes with a much higher learning curve, less steep than Orgre but also its less free :)
Good Luck!
-ddn
Some engines come with more knobs and others are more prepackaged but ultimately they all are optimized to run on the same hardware ( GPU ) and thus look very similar.
Ogre from my experience is one of those engines which has alot of knobs and whistles you can tweak for your own needs. They give you the entire source code, so it's very likely people tune it for their particular need, ie add more bloom, HDR lighting, maybe some SSAO etc.. If you know what your doing you can make it look good as the best commercial game out there..
If your looking for an engine which is already tweaked and tuned for best performance and look and is easy to use, look into Unity 3D. If your looking for the best commercial engine available, I hear the Unreal Engine is also available now, but it comes with a much higher learning curve, less steep than Orgre but also its less free :)
Good Luck!
-ddn
Quote:
Original post by ddn3
Almost all engines are equalvient these days, very few engines use anything different, it's just not cost effective. Almost all use similar shading model for lighting, or bake in their lighting, or use some screen space lighting model and post processing etc..
Some engines come with more knobs and others are more prepackaged but ultimately they all are optimized to run on the same hardware ( GPU ) and thus look very similar.
Ogre from my experience is one of those engines which has alot of knobs and whistles you can tweak for your own needs. They give you the entire source code, so it's very likely people tune it for their particular need, ie add more bloom, HDR lighting, maybe some SSAO etc.. If you know what your doing you can make it look good as the best commercial game out there..
If your looking for an engine which is already tweaked and tuned for best performance and look and is easy to use, look into Unity 3D. If your looking for the best commercial engine available, I hear the Unreal Engine is also available now, but it comes with a much higher learning curve, less steep than Orgre but also its less free :)
Good Luck!
-ddn
thanks I guess that makes sense.
I have one more question pertaining to these C# demo's ive been playing and this one is kind of out of the blue.
I noticed in the FPS demo's when I look around using the mouse the speed that I look around at is slower than the speed that I move the mouse. why is that? it happens with every C# FPS demo I play. I dont think its because of the frame rate because I have 2 GTX 260's. So what could be causing that, maybe the way its coded?
thanks again
You mean, the rate at which the viewpoint moves given a particular mouse velocity is lower than the rate at which the cursor would move given the same mouse velocity? For the most part, it's just a matter of how the sensitivity is tuned. Additionally, however, Windows cursor velocity follows a non-linear curve ("mouse acceleration"), and depending on the method of capturing input, games may not have the same attribute.
This is most likely due to a lack of frame limtter in the demo. Some cards will buffer up frames when the framerate is very high, say 200+fps. So the demo runs at 200 fps, but the device can only display them at say 120 fps there will be some buffering latency going on. That's my best guess, this normally isn't a problem since most games don't run at 200fps..
-ddn
-ddn
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