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!

John is the founder and Editor in Chief at DSOGaming. He is a PC gaming fan and highly supports the modding and indie communities. Before creating DSOGaming, John worked on numerous gaming websites. While he is a die-hard PC gamer, his gaming roots can be found on consoles. John loved – and still does – the 16-bit consoles, and considers SNES to be one of the best consoles. Still, the PC platform won him over consoles. That was mainly due to 3DFX and its iconic dedicated 3D accelerator graphics card, Voodoo 2. John has also written a higher degree thesis on the “The Evolution of PC graphics cards.”
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And I bumped up my volume b4 starting to make sure I would get great audio!
Oh man! Finally a graphics engine capable of bloom and lens flares!
Silicon Studio delivering more impressive tech demos. I really want to see their tech used in games soon.
AmazinG 😀 When in game?
This looks horrible compared to their previous video, are you sure this is not for mobile platforms?
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
DSOG admin/mod, GG deleting my comment explaining PBR ! :/
I was not breaking any of the commenting rules ! Please restore it
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?
Thanks for the explanation HAL, but still, theres no better ways to show it?
Np, m8 . Yes there is, i agree video is a bit “lazy”..