While we are still solving the nVIDIA issue, we finished new postprocess features.
Our Depth of Field consist of static and dynamic blurring, that means there is fixed range from camera where screen is being blurred as there is also a dynamic mechanism which detects in what range from camera is the object you are looking at. That way it is able to blur even closer objects to the camera and focus picture in other particular depths of range from the camera in particular situations eg.: aiming.
Implementing of Volume Fog results in better feel for really large proportions of REFUSION game environment, while Atmospheric Scattering gave better sunlight impression of the sky. Lens Flare and Sunshafts finishes impact on the overall scene. Our Volume Fog is able to influence lower laid places in a different way that the higher situated ones, so the fog can sustain in lowlands.
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See You in REFUSION