Dang, got caught by surprise, had no idea anyone would notice the new website! Pardon all the typos(thanks @Leralass) and missing info, it’s still mostly unfinished. :spin:
Everything is slowly filling up though, I got a glimpse of hope that I can finally get it to release stage! There is a short video up on setting up add-on from scratch, probably useless for the Blender guys though.
About beating up UE4 - that is not going to happen any time soon. UE4 guys are very, very smart and are working on UE for a very, very long time. Please take all this only as a foundation that may hopefully lead to some bigger things eventually. While I hope that everyone who decides to support the project and gets the preview version will already find useful perks in it, it’s far from a magic wand that produces awesome graphics and has all the features. Please keep that in mind, otherwise this turns into No Man’s Sky situation and I will jump out of window. :evilgrin:
About the performance - I will provide a set of Armory-built webgl demos on the website, so everyone can test how the thing runs on his machine beforehand. (Even though webgl is considerably slower than native desktop build - I will try to state everything as clearly as I can.)
About the price - obviously having this paid is far from what I would dream of. Again, please take this as the first phase. I don’t expect many people to get in, but for those who do I will be able to quickly dedicate support and see what areas are most troubling. Of course there will be no paid updates, if you decide to hop in and support the project then I already owe you an endless gratitude(and all upcoming engine updates). As soon as things get more comfortable(ie. less bugs, more learning material, more people interested) pay what you want model may be suitable.
About the anti-aliasing(@kolas): Supersampling is doable, it’s the simplest one to achieve but extremely performance hungry, as you end up shading single pixel more than once. With the benefit of quality. For forward paths, MSAA is also easy to enable. All AA techniques will have a separate page dedicated in manual. Still, temporal AA is technically not that far from super sampling(plus when artefacts/ghosting is correctly handled), so the quality should be at least decent, certainly higher than FXAA. If you browse the SIGGRAPH 2016 page on rendering, it’s all about temporal AA.
@Mistran: thank you once again for the logos!
About SEGI - Their solutions looks proprietary, but more and more similar techniques are getting there, it’s a wise idea to keep close look at it.
Visiting Bconf 2016 itself would be amazing, let alone presenting Armory if possible. I am currently focused on getting the thing out as a priority, but will definitely keep an eye on it.
PS: Found the first ever screenshort I took, on August 31st 2014. If anything, the persistence at pumping all energy into this project is surprising. :evilgrin: