__._ _.____ _.____ _.____ _.__ ____._ ____._
_/ |/________\|_ \__\|_ \__\|_ \__\|__)__/ _ |/___/ __|/____
_) _/ / / / / / / / (_ __| (_____ (_
\ \ / / / / \ / / / /
/_____\_____\________\________\___\______\______\_________\___________\
- -diP--------------------------------------------------------------uP!- -
Who Left That Shit In Our Engine Room
Released at Revision 2015
4 kb executable graphics compo
Credits
=======
Code & Modelling: Psycho (psycho@loonies.dk)
Crinkler (1.4) used for compression.
Requirements
============
DirectX 11 graphics card (probably >1gb - huge ray buffers)
DirectX Runtime June 2010 installed - OR d3dcompiler_47.dll (faster)
Info
====
Pathtracing with dof, softshadows, fuzzy reflections/refractions and diffuse interreflections
75 primtives (cubes, elipsoides, rings).
Party version is running unoptimized shader code generation (and a bunch of workarounds) because of major
issues with the nvidia shader compiler - at least on maxwell.
generate_hires.exe won't show the picture, but save a 2560x1440 png image - after some time.
Additional info
===============
http://www.loonies.dk