
#extradirty
AnasAbdin
we're not kids anymore.
One Nice Bug Per Day

JBB: An Artblog!

tannertan36
Mike Driver
Three Goblin Art
noise dept.
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"I'm Dorothy Gale from Kansas"

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PR's Tumblrdome
Today's Document
Misplaced Lens Cap

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trying on a metaphor
Xuebing Du
tumblr dot com
Cosimo Galluzzi
seen from South Africa
seen from United Kingdom
seen from United States

seen from Italy

seen from United States
seen from Belgium
seen from United States
seen from United States

seen from United States

seen from United States

seen from United States
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seen from United States

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seen from United States
@wanaongaku
fuck, it sure is
Anime!
J-Rock!
gently bap your passum
i dfont understand
bap youre pasum
But gently
Sorry, I can’t even fit my phone into the back pocket on some of my jeans this mf just showing tf off.
What a total flex
Sorry for that
Seems like my profile was hacked, I’ll be fixing that right now
Looks like just resetting your password doesn’t fix it. I’m really sorry about this guys
Sorry for that
Seems like my profile was hacked, I’ll be fixing that right now
Metal Gear Solid V - Rendering Buffers Overview
Computer Graphics technical examination from Adrian Courrèges breaks down how the video games looks how it does:
The final chapter Metal Gear Solid V: The Phantom Pain was released in 2015 and brings the series to a whole new level of graphics quality thanks to the Fox Engine developed by Kojima Productions. The analysis below is based on the PC version of the game with all the quality knobs set to maximum. Some of the information I present here has already been made public in the GDC 2013 session “Photorealism Through the Eyes of a FOX”.
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