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I'm making a tiny voxel renderer

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[set quality to 1440p for best results] This is a custom renderer that uses very small voxels to create detailed, stylized environments. I wanted to modernize the retro look of games like Doom and Quake, where pixelated textures give surfaces a blocky appearance up close. Now, surfaces have blocky *three-dimensional* details — voxels. The result has a foot in both worlds between retro 3D graphics and something much more modern. Despite all the voxel detail, I actually modeled this environment with textured, low-poly triangle meshes. How does this work? What am I planning to do with it? For more info, or to get in touch, see here: Captured on a Radeon RX 5700 XT at 1440p with frame-times from 4 to 9 ms, or 250 to 110 FPS. (There are some small skips in the video capture; OBS doesn't like my computer.) The same demo sequence stays above 60 FPS on a Steam Deck OLED at its native 800p, with many parts locked at 90 FPS.

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