Silicon Studio Shows Paradox Game Engine – Physically Based Rendering with Layered Material System

Silicon Studio has released a new video, showing off the next version of the Paradox Game Engine. Silicon Studio has used its “Industrial Workerbot” which utilizes the new features of the latest update. As the team noted, this new version of the Paradox Game Engine sports Physically Based Rendering with Layered Material System, a new scene editor, easy-to-use post-effects API and many more great features. Enjoy!

10 thoughts on “Silicon Studio Shows Paradox Game Engine – Physically Based Rendering with Layered Material System”

    1. The entire point of this video is to show (only) physically based shading & rendering (usage of albedo ,metalness, & roughness maps),in their C# engine,on single model, not some other fancy “crytech-ish” graphic tech & effects they were showing in other videos…And yeah that tech works both on Windows , Android & WebGL.

      If you are unaware of difference between traditional shading and PBR here is some quick PBR info: http://www.marmoset.co/toolbag/learn/pbr-conversion

  1. DSOG admin/mod, GG deleting my comment explaining PBR ! :/
    I was not breaking any of the commenting rules ! Please restore it

  2. I get worried when people showcase full reflections for games. If say, a top-down game had this, they have to build reflections for a sky you’ll never look directly at.

    Generally, set pieces are built to be seen from certain angles to save CPU space and development time. More realism = more time has to be spent making sure there are enough details to make everything hold up.

    Sometimes I just want to play things, yknow?

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