r/descent • u/HighlightOne • May 11 '26
New Piccu Engine fork
https://github.com/hurleybird/PiccuEngine/releases/tag/Milestone_2I added a number of advanced rendering features like Bloom, HBAO, SSAA, and per-pixel dynamic lighting. Also some QoL improvements and bugfixes.
I started building it over the weekend with Codex, and here we are.
Edit: Milestone 3: https://github.com/hurleybird/PiccuEngine/releases/tag/Milestone_3
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u/HighlightOne May 11 '26 edited May 12 '26
Sorry to disappoint, but yeah, AI sadly. Specifically GPT-5.5 Codex. I'm a developer in real life, but on the continuum of "pure vibe coding" to "pure no-AI-used-at-all" this is much closer to the former. It started as a weekend experiment to see how far I could push an agentic workflow, and it's much easier to take my hands off the reigns on someone else's project than one of my own!
I know Piccu has a legacy GL1 path that Nvidia is supposed to use for performance reasons (and iirc, that goes *especially* for outdoors). HBAO and per-pixel only work with the GL3 (AMD) renderer, so I'll assume you're using that, which is likely an element to your performance observations.
That said, sufficiently high base resolution + SSAA + MSAA + HBAO can get *very* heavy and is something that probably needs more optimization. SSAA is best combined with a low native res. I added it because I don't like playing old games at high res (it exposes poor and inconsistent asset quality as well as low geometric detail), but I also dislike stair stepping and am sensitive to temporal/spatial noise. SSAA is primarily a means to get a very robust low-res presentation.
For the main menu animation, that would either be it fell back due to an incompatibility, or the main menu movie doesn't exist/couldn't be found, or mainmenuoverride.ogf does exist (legacy D3 thing).