__._ _.____ _.____ _.____ _.__ ____._ ____._ _/ |/________\|_ \__\|_ \__\|_ \__\|__)__/ _ |/___/ __|/____ _) _/ / / / / / / / (_ __| (_____ (_ \ \ / / / / \ / / / / /_____\_____\________\________\___\______\______\_________\___________\ - -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