farbrausch fr-090: Let there be light by BeRo No shadow maps, no image-based-lighting, no envmaps, no raymarching, and so on. Just oldschool triangle rasterization combined with two-bounce anisotropic Voxel-Cone-Tracing. The soundtrack is fully synthesized as always, no prefabricated samples and so on. Enjoy! This 64k intro is designed for 720p for high-end GPUs (Geforce GTX970 and up), so if your PC, primarily your graphic card, is too slow, this 64k intro will not only run at low framerates, it will break apart terribly. Information for the quality levels: Ugly @ 720p = Factor sqrt(1.0 / (1 << 4)) = 320x180 frame buffer object render targets Low @ 720p = Factor sqrt(1.0 / (1 << 3)) = 452x254 frame buffer object render targets Medium @ 720p = Factor sqrt(1.0 / (1 << 2)) = 640x360 frame buffer object render targets High @ 720p = Factor sqrt(1.0 / (1 << 1)) = 905x509 frame buffer object render targets Ultra @ 720p = Factor 1.0 = 1280x720 frame buffer object render targets (1:1 ratio) Ultra+ @ 720p = Factor sqrt(1 << 1) = 1810x1018 frame buffer object render targets (pratically supersampling!) Ultra++ @ 720p = Factor sqrt(1 << 2) = 2560x1440 frame buffer object render targets (pratically supersampling!) Ultra+++ @ 720p = Factor sqrt(1 << 3) = 3620x2036 frame buffer object render targets (pratically supersampling!) Overkill @ 720p = Factor sqrt(1 << 4) = 5120x2880 frame buffer object render targets (pratically supersampling!) And you should do at least a real quadcore Intel i5/i7 CPU (from the SandyBridge generation and up), otherwise you can get sound buffer underruns, because the physically-modelled instruments in the soundtrack are very computationally intensive. And we know, there is also a older 64k with a similar name (fr-085: Let be there light)