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Download Free ARMA: Armed Assault - Reloaded Full Version Game For PC

Download Free ARMA: Armed Assault - Reloaded Full Version Game For PC

Download Free Game ARMA: Armed Assault - PC Game - Full Version

Download - ARMA: Armed Assault - Full - PC - Game

Game Review: By Latestgames2.com

Latestgames2.blogspot.com Presents A New Shooting Game Known as ARMA: Armed Assault <------The Previous Game Was Metal Gear Rising: Revengeance------>

Game Information: 

Title: ARMA: Armed Assault

Genre: Action, Shooting

Languages: English

Platform: PC

Game Size: 2.7 GB

Game Summary:

A good Game With Excellent Graphics ....Screen Play Is Awesome.. But Any Way Thanks To The Makers Of  This Game For A Wonderful Treat...And Please Support The Game Makers...
Screenshots

Download Free ARMA: Armed Assault - Reloaded Full Version Game For PC

Download Free ARMA: Armed Assault - Reloaded Full Version Game For PC

Download Free ARMA: Armed Assault - Reloaded Full Version Game For PC
ARMA: Armed Assault Game
 File Size: 2.7 GB

Requirements

Minimum System Requirements: 

* Operating System: Windows XP / Windows Vista / Windows 7 / 8 

* Processor: Intel Dual Core @ 2.8 GHz or higher 

* Memory: 4 GB of RAM (2 GB for Vista & Win 7 / 8) 

* Graphics Card: 256 MB (Nvidia 8800 GT) Pixel Shader 3.0 

* Hard Disk: 4 GB free disk space 

* Sound Card DirectX® 9.0c compatible 

* DirectX® 9.0
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Download Free ARMA: Armed Assault - Reloaded Full Version Game For PC

Tech Feature: SSAO and Temporal Blur


Screen space ambient occlusion (SSAO) is the standard solution for approximating ambient occlusion in video games. Ambient occlusion is used to represent how exposed each point is to the indirect lighting from the scene. Direct lightingis light emitted from a light source, such as a lamp or a fire. The direct light then illuminates objects in the scene. These illuminated objects make up the indirect lighting. Making each object in the scene cast indirect lighting is very expensive. Ambient occlusion is a way to approximate this by using a light source with constant color and information from nearby geometry to determine how dark a part of an object should be. The idea behind SSAO is to get geometry information from the depth buffer.

There are many publicised algorithms for high quality SSAO. This tech feature will instead focus on improvements that can be made after the SSAO has been generated.



SSAO Algorithm
SOMA uses a fast and straightforward algorithm for generating medium frequency AO. The algorithm runs at half resolution which greatly increases the performance. Running at half resolution doesn’t reduce the quality by much, since the final result is blurred.

For each pixel on the screen, the shader calculates the position of the pixel in view space and then compares that position with the view space position of nearby pixels. How occluded the pixel gets is based on how close the points are to each other and if the nearby point is in front of the surface normal. The occlusion for each nearby pixel is then added together for the final result. 

SOMA uses a radius of 1.5m to look for nearby points that might occlude. Sampling points that are outside of the 1.5m range is a waste of resources, since they will not contribute to the AO. Our algorithm samples 16 points in a growing circle around the main pixel. The size of the circle is determined by how close the main pixel is to the camera and how large the search radius is. For pixels that are far away from the camera, a radius of just a few pixels can be used. The closer the point gets to the camera the more the circle grows - it can grow up to half a screen. Using only 16 samples to select from half a screen of pixels results in a grainy result that flickers when the camera is moving.
Grainy result from the SSAO algorithm
Bilateral Blur
Blurring can be used to remove the grainy look of the SSAO. Blur combines the value of a large number of neighboring pixels. The further away a neighboring pixel is, the less the impact it will have on the final result. Blur is run in two passes, first in the horizontal direction and then in the vertical direction.

The issue with blurring SSAO this way quickly becomes apparent. AO from different geometry leaks between boundaries causing a bright halo around objects. Bilateral weighting can be used to fix the leaks between objects. It works by comparing the depth of the main pixel to the depth of the neighboring pixel. If the distance between the depth of the main and the neighbor is outside of a limit the pixel will be skipped. In SOMA this limit is set to 2cm.
To get good-looking blur the number of neighboring pixels to sample needs to be large. Getting rid of the grainy artifacts requires over 17x17 pixels to be sampled at full resolution.

Temporal Filtering 
Temporal Filtering is a method for reducing the flickering caused by the low number of samples. The result from the previous frame is blended with the current frameto create smooth transitions. Blending the images directly would lead to a motion-blur-like effect. Temporal Filtering removes the motion blur effect by reverse reprojecting the view space position of a pixel to the view space position it had the previous frame and then using that to sample the result. The SSAO algorithm runs on screen space data but AO is applied on world geometry. An object that is visible in one frame may not be seen in the next frame, either because it has moved or because the view has been blocked by another object. When this happens the result from the previous frame has to be discarded. The distance between the points in world space determines how much of the result from the previous frame should be used.

Explanation of Reverse Reprojection used in Frostbite 2 [2]
Temporal Filtering introduces a new artifact. When dynamic objects move close to static objects they leave a trail of AO behind. Frostbite 2’s implementation of Temporal Filtering solves this by disabling the Temporal Filter for stable surfaces that don’t get flickering artifacts. I found another way to remove the trailing while keeping Temporal Filter for all pixels.


Shows the trailing effect that happens when a dynamic object is moved. The Temporal Blur algorithm is then applied and most of the trailing is removed.

Temporal Blur 

(A) Implementation of Temporal Filtered SSAO (B) Temporal Blur implementation 
I came up with a new way to use Temporal Filtering when trying to remove the trailing artifacts. By combining two passes of cheap blur with Temporal Filtering all flickering and grainy artifacts can be removed without leaving any trailing. 

When the SSAO has been rendered, a cheap 5x5 bilateral blur pass is run on the result. Then the blurred result from the previous frame is applied using Temporal Filtering. A 5x5 bilateral blur is then applied to the image. In addition to using geometry data to calculate the blending amount for the Temporal Filtering the difference in SSAO between the frames is used, removing all trailing artifacts. 

Applying a blur before and after the Temporal Filtering and using the blurred image from the previous frame results in a very smooth image that becomes more blurred for each frame, it also removes any flickering. Even a 5x5 blur will cause the resulting image to look as smooth as a 64x64 blur after a few frames.

Because the image gets so smooth the upsampling can be moved to after the blur. This leads to Temporal Blur being faster, since running four 5x5 blur passes in half resolution is faster than running two 17x17 passes in full resolution. 

Upsampling
All of the previous steps are performed in half resolution. To get the final result it has to be scaled up to full resolution. Stretching the half resolution image to twice its size will not look good. Near the edges of geometry there will be visible bleeding; non-occluded objects will have a bright pixel halo around them. This can be solved using the same idea as the bilateral blurring. Normal linear filtering is combined with a weight calculated by comparing the distance in depth between the main pixel and the depth value of the four closest half resolution pixels.

Summary 
Combining SSAO with the Temporal Blur algorithm produces high quality results for a large search radius at a low cost. The total cost of the algoritm is 1.1ms (1920x1080 AMD 5870). This is more than twice as fast as a normal SSAO implementation.

SOMA uses high frequency AO baked into the diffuse texture in addition to the medium frequency AO generated by the SSAO.

Temporal Blur could be used to improve many other post effects that need to produce smooth-looking results.

Ambient Occlusion is only one part of the rendering pipeline, and it should be combined with other lighting techniques to give the final look.


References
  1. http://gfx.cs.princeton.edu/pubs/Nehab_2007_ARS/NehEtAl07.pdf 
  2. http://dice.se/wp-content/uploads/GDC12_Stable_SSAO_In_BF3_With_STF.pdf 

 // SSAO Main loop

//Scale the radius based on how close to the camera it is
 float fStepSize = afStepSizeMax * afRadius / vPos.z;
 float fStepSizePart = 0.5 * fStepSize / ((2 + 16.0));    

 for(float d = 0.0; d < 16.0; d+=4.0)
 {
        //////////////
        // Sample four points at the same time

        vec4 vOffset = (d + vec4(2, 3, 4, 5))* fStepSizePart;
        
        //////////////////////
        // Rotate the samples

        vec2 vUV1 = mtxRot * vUV0;
        vUV0 = mtxRot * vUV1;

        vec3 vDelta0 = GetViewPosition(gl_FragCoord.xy + vUV1 * vOffset.x) - vPos;
        vec3 vDelta1 = GetViewPosition(gl_FragCoord.xy - vUV1 * vOffset.y) - vPos;
        vec3 vDelta2 = GetViewPosition(gl_FragCoord.xy + vUV0 * vOffset.z) - vPos;
        vec3 vDelta3 = GetViewPosition(gl_FragCoord.xy - vUV0 * vOffset.w) - vPos;

        vec4 vDistanceSqr = vec4(dot(vDelta0, vDelta0),
                                 dot(vDelta1, vDelta1),
                                 dot(vDelta2, vDelta2),
                                 dot(vDelta3, vDelta3));

        vec4 vInvertedLength = inversesqrt(vDistanceSqr);

        vec4 vFalloff = vec4(1.0) + vDistanceSqr * vInvertedLength * fNegInvRadius;

        vec4 vAngle = vec4(dot(vNormal, vDelta0),
                            dot(vNormal, vDelta1),
                            dot(vNormal, vDelta2),
                            dot(vNormal, vDelta3)) * vInvertedLength;


        ////////////////////
        // Calculates the sum based on the angle to the normal and distance from point

        fAO += dot(max(vec4(0.0), vAngle), max(vec4(0.0), vFalloff));
}

//////////////////////////////////
// Get the final AO by multiplying by number of samples
fAO = max(0, 1.0 - fAO / 16.0);

------------------------------------------------------------------------------ 

// Upsample Code
 
vec2 vClosest = floor(gl_FragCoord.xy / 2.0);
vec2 vBilinearWeight = vec2(1.0) - fract(gl_FragCoord.xy / 2.0);

float fTotalAO = 0.0;
float fTotalWeight = 0.0;

for(float x = 0.0; x < 2.0; ++x)
for(float y = 0.0; y < 2.0; ++y)
{
       // Sample depth (stored in meters) and AO for the half resolution 
       float fSampleDepth = textureRect(aHalfResDepth, vClosest + vec2(x,y));
       float fSampleAO = textureRect(aHalfResAO, vClosest + vec2(x,y));

       // Calculate bilinear weight
       float fBilinearWeight = (x-vBilinearWeight .x) * (y-vBilinearWeight .y);
       // Calculate upsample weight based on how close the depth is to the main depth
       float fUpsampleWeight = max(0.00001, 0.1 - abs(fSampleDepth – fMainDepth)) * 30.0;

       // Apply weight and add to total sum
       fTotalAO += (fBilinearWeight + fUpsampleWeight) * fSampleAO;
       fTotalWeight += (fBilinearWeight + fUpsampleWeight);
}

// Divide by total sum to get final AO
float fAO = fTotalAO / fTotalWeight;

-------------------------------------------------------------------------------------

// Temporal Blur Code

//////////////////
// Get current frame depth and AO

vec2 vScreenPos = floor(gl_FragCoord.xy) + vec2(0.5);
float fAO = textureRect(aHalfResAO, vScreenPos.xy);
float fMainDepth = textureRect(aHalfResDepth, vScreenPos.xy);   

//////////////////
// Convert to view space position
vec3 vPos = ScreenCoordToViewPos(vScreenPos, fMainDepth);

/////////////////////////
// Convert the current view position to the view position it 
// would represent the last frame and get the screen coords
vPos = (a_mtxPrevFrameView * (a_mtxView
Inv * vec4(vPos, 1.0))).xyz;

vec2 vTemporalCoords = ViewPosToScreenCoord(vPos);

       
//////////////
// Get the AO from the last frame

float fPrevFrameAO = textureRect(aPrevFrameAO, vTemporalCoords.xy);

float f
PrevFrameDepth = textureRect(aPrevFrameDepth, vTemporalCoords.xy);

/////////////////
// Get to view space position of temporal coords

vec3 vTemporalPos =
ScreenCoordToViewPos(vTemporalCoords.xy, fPrevFrameDepth);
       

///////
// Get weight based on distance to last frame position (removes ghosting artifact)

float fWeight = distance(vTemporalPos, vPos) * 9.0;

////////////////////////////////
// And weight based on how different the amount of AO is (removes trailing artifact)
// Only works if both fAO and fPrevFrameAO is blurred
fWeight += abs(
fPrevFrameAO - fAO ) * 5.0;

////////////////
// Clamp to make sure atleast 1.0 / FPS of a frame is blended

fWeight = clamp(fWeight, afFrameTime, 1.0);       
fAO = mix(fPrevFrameAO , fAO , fWeight);
   
------------------------------------------------------------------------------


Amaranthine Voyage The Living Mountain Collectors


A brilliant but misunderstood professor, you've been to the Tree of Life, and lived to tell about it. Only no one will
believe you. Your students have even begun to make fun of you… Until an elderly gentleman shows up at your door, and your whole life changes once again.
Are the Three Stones really a portal to another world? Find that out and more as you follow your colleague's trail to track down the truth of his strange disappearance. Explore beautiful, strange worlds, and watch out for surprising twists that will leave you wondering. If the tiara fits…
The Collectors Edition includes:

    Play the bonus game to bring back the Sun Diamond!
    Find collectible dog biscuits and flitting fairies!
    Get soundtracks, wallpapers, screensavers, and concept art
    Read more in the Lore Book
    Use the available Strategy Guide


RapidGator : Part 1  Part 2  Depositfiles: Part 1  Part 2


Call of Atlantis Treasures of Poseidon Collectors


The legendary adventure is back! The power of Poseidon's treasures calls out to you, urging you to return to Atlantis once again. It now falls to you to find and collect all the lost treasures! Set out on an exciting new quest in this spectacular mix of Match-3, Hidden Object and Adventure. Embark on a fascinating journey around the ancient lands of Rome, Greece, Troy, Phoenicia, Babylon, Egypt and Carthage to acquire seven mysterious crystals of power. Appease Poseidon, the patron god of the Atlanteans, and save the legendary continent.

Complete 66 exciting levels of the Story Mode + 56 NEW levels of the Challenge Mode
Enjoy the unique mix of Match-3, Hidden Object and Adventure
Embark on a fascinating journey around 7 ancient lands and collect 56 powerful artifacts of Poseidon
Experience superb visual and sound effects
Find and collect all the lost treasures of Poseidon!
Collectors Edition extras: beautiful wallpapers, screensaver and original soundtrack!



Dracula 5: The Blood Legacy - Casual Edition


After tracking it all around the world, Ellen Cross finally brings Dracula’s portrait back from Istanbul. While preparing to unveil the painting, the mysterious piece of art gets stolen.
In search of the culprit, she stumbles upon some crucial information regarding the “Shadow of the Dragon”, a mysterious order that has been leading the fight against the domination of Count Dracula.
Fearless, Ellen embarks on another quest for the truth. Her ability to spot clues and her courage will become her greatest assets on this journey to meet the Prince of Darkness.

Features:
-Solve challenging puzzles and riddles
-Combine items and manage your inventoryy
-Amazing images and high-definition cutscenes
-Mesmerizing original soundtrack and immersive sound effects
-Your choices will determine how this story ends...



Zombie Jewel


It was supposed to be a quiet night in the city, but somehow Dan has found himself lost slap bang in the middle of a Zombie apocalypse. Now he must rescue his girlfriend Zoe and get home alive with the help of some kindly residents who’ve seen their fair share of Zombie Apocalypses.You’ll need quick wits and a keen eye in this fun packed match-3 game crammed with 100 challenging levels.With the help of your newfound friends, a bunch of cash and loads of crazy power-ups ,success rests in your hands! You have been warned!



Sky Taxi 5: GMO Armageddon


Help the courageous mouse Mitch save the world from annihilation once again! A distress signal has been sent from the city, starting the epic journey for Mitch and his friends. Play through this amazing side scrolling adventure as you run, jump, and fight your way through level after level! Grab one of the many phenomenal weapons and get to slaying baddies in Sky Taxi 5!The sky taxi has been attacked by a giant monster, and crashed violently to the ground. Help Mitch and his crew traverse diverse landscapes from forests to military bases, while on a quest to rid the land of the evil mutants that plague the world. In your journey you will be required to slay many evil monsters, and you will need some awesome gear to aid you! There are tons of different weapons including swords, lasers, bombs, and more! Be mindful of secrets, as they can lead to great rewards! Mitch and the other brave rescuers need your help….save the world today!



Free Download Worms Forts: Under Siege Full Version Game PC - Reloaded

Free Download Worms Forts: Under Siege Full Version Game PC - Reloaded

Download Free Game Worms Forts: Under Siege - PC Game - Full Version

Download - Worms Forts: Under Siege - Full - PC - Game

Game Review: By Latestgames2.com

Latestgames2.blogspot.com Presents A New Shooting Game Known as Worms Forts: Under Siege <------The Previous Game Was Metal Gear Rising: Revengeance------>

Game Information: 

Title: Worms Forts: Under Siege

Genre: Turn-Based  Strategy

Publisher: SEGA

Developer: Team17 Software

Release Date: Nov 29, 2004 

Languages: English

Platform: PC

Game Size: 490.1 MB

Game Summary:

Worms Forts Under Siege puts players in command of a crack team of up to four fort-dwelling worms. Set in the cartoon environments that will be very familiar to Worms fans, players direct their worm garrison to construct defenses to maximize strategic advantages, expand castles, seize valuable victory locations and of course, build massively destructive weapons to eliminate their opponents' fortifications. Players can test their mettle in a single-player game by battling through the 20 missions, or they can take on up to four friends in the frenzy of destruction that is Fort vs. Fort mode. You'll need skill, strategy and a healthy dose of Worms attitude if you want to master all 30 different weapons, and unlock the huge array of hidden maps, speech banks, missions, and challenges.

Game Features:

Hot seat play for up to four players on one console simultaneously;

Familiar gameplay mechanics and design of the popular Worms series;

Massive weapons and massive destruction, including catapults, cannons, giant crossbows, bows and arrows, rocket launchers, air strikes, napalm... even nuclear strikes;

For the first time in the history of the series, players can build their own castle, including towers, walls, citadels and keeps. 

Each building will offer unique special powers and weapons, and poor choices may leave players lagging in the arms race.

Fully-deformable 3D fortifications that crumble before players' eyes;

Travel the world and through time by taking on the historically-set single player missions, from ancient Egypt to Medieval Europe of King Arthur;

<---------------Source---------www.ign.com---------------------------->

A good Game With Excellent Graphics ....Screen Play Is Awesome.. But Any Way Thanks To The Makers Of  This Game For A Wonderful Treat...And Please Support The Game Makers...
Screenshots

Free Download Worms Forts: Under Siege Full Version Game PC - Reloaded

Free Download Worms Forts: Under Siege Full Version Game PC - Reloaded
Worms Forts: Under Siege Game
 File Size: 490.1 MB

Requirements

Minimum System Requirements: 

* Operating System: Windows XP / Windows Vista / Windows 7 / 8 

* Processor: Intel Dual Core @ 2.8 GHz or higher 

* Memory: 4 GB of RAM (2 GB for Vista & Win 7 / 8) 

* Graphics Card: 256 MB (Nvidia 8800 GT) Pixel Shader 3.0 

* Hard Disk: 800 MB free disk space 

* Sound Card DirectX® 9.0c compatible 

* DirectX® 9.0
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Free Download Worms Forts: Under Siege Full Version Game PC - Reloaded