Awesome Abstract Demoscene Video

fr-041 debris [HD] is a cool abstract demoscene video.

The demoscene is a computer art subculture that specializes in producing demos, which are non-interactive audio-visual presentations that run in real-time on a computer. The main goal of a demo is to show off programming, artistic, and musical skills.

Details on the video below.

via nebadon2025:

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 ๐Ÿ™‚
– 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? ๐Ÿ™‚
(tired, compos to organize, kthxbye! ๐Ÿ™‚

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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