mattboch’s sprite display tutorial

mattboch’s sprite display tutorial

I need to apply the settings to everything still, but that’s a preview

and FRAPs will look worse than IRL so yeah, you can come check it out if you want! (edited)

[7:32 PM]
ok so here’s what I did:

1. Project Settings -> Player -> Other Settings -> Color Space -> Set to: “Linear”

2. For all your sprites:

(mip maps: on, mip map filtering: kaiser, filter mode: bilinear, compression: none) (edited)

3. Project Settings -> Quality -> AntiAliasing-> 8x Multisampling

[7:41 PM]
4. Additionally, you can try the other types of anti aliasing (these weren’t actually on when we were just looking at it) but you may not have to. I would recommend using the post proc stack over the bit bucket cinematic effects repo but here’s both:
post proc stack:!/content/83912
cinematic effects:
Unity-Technologies / cinematic-image-effects
Unity Cinematic Image Effects

As an aside, this kind of attention to detail eventually leads you down roads like this:
N++ on PS4: Graphics ++
Hello again! We’re back with another blog post; this time we thought we’d talk about one of the new things we’re most happy with in N++: the graphics. One of the main inspirations for the look of N++ was print-based graphic design: bold, smooth blocks of color with crisp, sharp edges. (109kB)


”’The shapes we want to draw are defined geometrically, and a pixel’s color is determined by how much of each piece of geometry overlaps it.
This is a huge number of calculations, since it has to be done once for every pixel for every layer (most things in N++ are made of 4-8 layers); this also means generating a lot of geometry — each frame of N++ is made of up to 1,703,936 triangles!
The result is immaculately smooth anti-aliasing, which runs at a flawless 60fps/1080p.
As far as we can tell, it’s equivalent to 256x MSAA!! (or more — Shawn insists that it’s equivalent to 4,294,967,296x MSAA, and I guess he should know since he programmed it, but Shawn is often prone to hyperbole, and so although we actually do agree that theoretically it may be 2^32x MSAA, for the sake of avoiding any possible false advertising, we’ll go with the lower bound. Either way, the point is: it looks amazing.)


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