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blog/frame-analysis-overwatch #7

Open utterances-bot opened 4 years ago

utterances-bot commented 4 years ago

Frame Analysis - Overwatch

Alain Galván is an Engineer @ Marmoset.co, here's his personal portfolio focused on 🛆 Computer Graphics, 🎨 Art & 🎹🎸 Audio Design/Engineering.

https://alain.xyz/

PhotonPhlinger commented 4 years ago

Hello, I create Overwatch Fan Art. I extract the models from the game, fix them up, re texture them and render with Octane. I also make Montages, I sometimes use my 3D assets in them.

I found your Blog searching for a way to extract a depth map from the game so that I can apply effects such as DOF and Fog to my Edits.

I would very much like to know how you extracted the passes! Being able to do this would open a whole new world of editing possibilities!

I've tried everything from manual creation to tracking and matchmoving using the models I have and footage from in game. I have not been able create an acceptable Depth Pass.

Share your secrets oh great wizard!

alaingalvan commented 4 years ago

Just as a PSA: Please avoid contacting any of the developers of any graphics debugging tools with regards to ripping assets, these tools are not designed for doing that, only to see draw/compute calls and their corresponding data.

That being said, these captures allow for anyone to educate themselves on the techniques employed in the games and applications they've purchased, showing the topology of geometry, the series of render passes in a renderer, and what data each pass depends on, etc.

I did write a blog post describing several of these graphics debugging tools here.

For Overwatch this debugging capture was done on Linux using DXVK, a DirectX to Vulkan compatibility layer for Linux.

PhotonPhlinger commented 4 years ago

I'm sorry, didn't mean to offend. Thanks for the info.

alaingalvan commented 4 years ago

Not at all, I must have sounded a bit mean in my previous comment! 😅

Graphics debuggers are incredible, they're a lot like the Inspect Element option in browsers, letting you peer inside a renderer. It's a bit like nocliping though a scene in a game.

LeLocTai commented 3 years ago

It's surprising that you can just attach a graphic debugger to an esport game. Usually they go to great lengths to prevent that. I tried to look at StarCraft 2 a while back and it crashed with every debugger I tried.