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I'd like to contribute my HDR implementation


J.C.Denton

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Hmmm some interesting results running the water_murk and water_murk2 maps. None of the water in those maps causes the slow FPS issue. Here's the console dump.

 

water_murk.map

Entered water with murkiness 0.100000.
UNDERWATER: After water check overlay is guis/underwater/underwater_green_thin
murk.gui
Leaving water. 
Entered water with murkiness 0.600000.
UNDERWATER: After water check overlay is guis/underwater/water_dark.gui
Leaving water.
Entered water with murkiness 0.200000.
UNDERWATER: After water check overlay is guis/underwater/water_sea_01.gui
Leaving water.
Entered water with murkiness 0.100000.
UNDERWATER: After water check overlay is guis\underwater\underwater_green_thin
murk.gui
Leaving water.
Entered water with murkiness 0.100000.
UNDERWATER: After water check overlay is guis/underwater/water_green.gui
Leaving water.
Entered water with murkiness 0.100000.
UNDERWATER: After water check overlay is guis/underwater/water_green.gui
Leaving water.
Entered water with murkiness 0.100000.
UNDERWATER: After water check overlay is guis/underwater/underwater_green_thin
murk.gui
Leaving water.
Entered water with murkiness 0.100000.
UNDERWATER: After water check overlay is guis/underwater/water_green.gui
Leaving water.

 

water_murk2.map

 

Entered water with murkiness 0.100000.
UNDERWATER: After water check overlay is guis\underwater\underwater_bluegrey_m
idmurk.gui
Leaving water.
Entered water with murkiness 0.100000.
UNDERWATER: After water check overlay is guis\underwater\underwater_green_thin
murk.gui
Leaving water.
Entered water with murkiness 0.100000.
UNDERWATER: After water check overlay is guis\underwater\underwater_green_midm
urk.gui
Leaving water.
Entered water with murkiness 0.100000.
UNDERWATER: After water check overlay is guis\underwater\underwater_green_thic
kmurk.gui
Leaving water.
Entered water with murkiness 0.100000.
UNDERWATER: After water check overlay is guis\underwater\underwater_green_thic
kmurk.gui
Leaving water.
Entered water with murkiness 0.100000.
UNDERWATER: After water check overlay is guis\underwater\underwater_greengrey_
thinmurk.gui
Leaving water.
Entered water with murkiness 0.100000.
UNDERWATER: After water check overlay is guis\underwater\underwater_greengrey_
midmurk.gui
Leaving water.
Entered water with murkiness 0.100000.
UNDERWATER: After water check overlay is guis\underwater\underwater_greengrey_
thickmurk.gui
Leaving water.
Entered water with murkiness 0.100000.
UNDERWATER: After water check overlay is guis\underwater\underwater_greengrey_
midmurk.gui
Leaving water.
Entered water with murkiness 0.100000.
UNDERWATER: After water check overlay is guis\underwater\underwater_blue_thinm
urk.gui
Leaving water.
Entered water with murkiness 0.100000.
UNDERWATER: After water check overlay is guis\underwater\underwater_blue_midmu
rk.gui
UNDERWATER: After water check overlay is guis\underwater\underwater_blue_midmu
rk.gui
UNDERWATER: After water check overlay is guis\underwater\underwater_blue_midmu
rk.gui
Leaving water.
Entered water with murkiness 0.100000.
UNDERWATER: After water check overlay is guis\underwater\underwater_blue_thick
murk.gui
Leaving water.
Entered water with murkiness 0.100000.
UNDERWATER: After water check overlay is guis\underwater\underwater_blue_midmu
rk.gui
Leaving water.
Entered water with murkiness 0.100000.
UNDERWATER: After water check overlay is guis\underwater\underwater_bluegrey_t
hinmurk.gui
Leaving water.
Entered water with murkiness 0.100000.
UNDERWATER: After water check overlay is guis\underwater\underwater_bluegrey_m
idmurk.gui
Leaving water.
Entered water with murkiness 0.100000.
UNDERWATER: After water check overlay is guis\underwater\underwater_bluegrey_t
hickmurk.gui
Leaving water.

 

Here are the settings I'm using:

 

r_postprocess_bloomIntensity = "0"

r_postprocess = "1"

r_postprocess_bloomKernelSize = "2"

r_postprocess_sceneGamma = "0.92"

r_postprocess_sceneExposure = "0.9"

r_postprocess_desaturation = "0.05"

r_postprocess_colorCorrectBias = "0.1"

r_postprocess_colorCorrection = "1.15"

r_postprocess_colorCurveBias = "0.54"

r_postprocess_brightPassOffset = ".8"

r_postprocess_brightPassThreshold = "0.4"

r_postprocess_debugMode = "0"

 

At this point I'm all "WTF?" so I loaded up my noblecave map where I'm having this issue.

 

Entered water with murkiness 0.000000.
UNDERWATER: After water check overlay is guis\underwater\underwater_green_thin
murk.gui

 

And again FPS drops to less than 10. The only difference I see is that on my map the murkiness is 0.000000, while all other water is over that.

I always assumed I'd taste like boot leather.

 

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Okay I thought I had found an issue, looks like when I created the map I used the wrong entity, I was using func/func_liquid, so I changed them all to Liquids\atdm:liquid_water, but same issue. Could be an issue with the map then.

I always assumed I'd taste like boot leather.

 

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  • 2 weeks later...

Just from experience with sikkpin's HDR mod, the actual HDR portion has a near negligible effect on fps, while the thing that makes it tank the most are softshadows. I haven't had any experience with Denton's HDR mod but if it's anything like sikkpin's then performance shouldn't be an issue.

 

The only thing I would say is that I hope you make high performance an option for people who CAN support it. I mean, I know now everyone has a killer pc, but I think it'd be nice if performance-killing options were at least available to those who could handle them. I could tell that TDM was way below D3 in terms of graphical fidelity, which I find somewhat strange because if you can run D3, why would TDM be so much less intensive?

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Just from experience with sikkpin's HDR mod, the actual HDR portion has a near negligible effect on fps, while the thing that makes it tank the most are softshadows. I haven't had any experience with Denton's HDR mod but if it's anything like sikkpin's then performance shouldn't be an issue.

 

The only thing I would say is that I hope you make high performance an option for people who CAN support it. I mean, I know now everyone has a killer pc, but I think it'd be nice if performance-killing options were at least available to those who could handle them. I could tell that TDM was way below D3 in terms of graphical fidelity, which I find somewhat strange because if you can run D3, why would TDM be so much less intensive?

 

We are no longer using JC's 'full' HRD implementation, but rather what we'll call HDR-Lite. It was scaled back at JC's request due to technical issues that can not be solved in a reasonable way until D3 goes open source.

 

TDM is more performance intensive than D3 due to all the extra things it does to make it a Thief like game. Complex AI, sound prop, navigation, stim / response, ambient lighting...and more. The full HDR made things drop considerably, but performance alone wasn't the deal breaker. There are simply some things that we need to work in TDM that wouldn't have worked with HDR...so, we made a compromise and it's going to look very nice. :) Full HDR can wait another year or two until the source code is released.

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We are no longer using JC's 'full' HRD implementation, but rather what we'll call HDR-Lite. It was scaled back at JC's request due to technical issues that can not be solved in a reasonable way until D3 goes open source.

 

TDM is more performance intensive than D3 due to all the extra things it does to make it a Thief like game. Complex AI, sound prop, navigation, stim / response, ambient lighting...and more. The full HDR made things drop considerably, but performance alone wasn't the deal breaker. There are simply some things that we need to work in TDM that wouldn't have worked with HDR...so, we made a compromise and it's going to look very nice. :) Full HDR can wait another year or two until the source code is released.

 

Gotcha. Well whatever the case, TDM is pretty awesome. Reminds me a lot of oblivion for some reason. I know that's not what you're going for lol, but I'm just saying there's something about it that really reminds me of that game. Definitely a lot of fun.

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