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Beta Testing 2.06


grayman

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On GTX 1060 and 372.70 (reference drivers, I believe), I don't see any flicker with clear warp yet. I do see what Spring and Spooks reported though, i.e. distorted objects in front of the glass, and with FBO 1, tiny cracks in the glass when you come closer.

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On GTX 1060 and 372.70 (reference drivers, I believe), I don't see any flicker with clear warp yet. I do see what Spring and Spooks reported though, i.e. distorted objects in front of the glass, and with FBO 1, tiny cracks in the glass when you come closer.

The distortion is the side effect of the fix (switch from depth to non-depth shader). But someone claimed flickering still occurs for them.

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And now about new "bloom" effect, I noticed you're going for something different this time:

 

obraz.png

 

 

My question is, will it be possible to have something similar to this, i.e. emissive/glow maps multiplied by RGB (like RGB 5 or 10 in this case), so the glow goes beyond physical boundries of a model? This is UE3, DX9.

obraz.png

 

Right now mappers have to use additional particle effects to fake this.

Edited by Judith
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My question is, will it be possible to have something similar to this, i.e. emissive/glow maps multiplied by RGB (like RGB 5 or 10 in this case), so the glow goes beyond physical boundries of a model? This is UE3, DX9.

 

 

 

If something like this is done, it won't be in 2.06.

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My question is, will it be possible to have something similar to this, i.e. emissive/glow maps multiplied by RGB (like RGB 5 or 10 in this case), so the glow goes beyond physical boundries of a model? This is UE3, DX9.

obraz.png

 

Right now mappers have to use additional particle effects to fake this.

Particle effects? Why not use a flare material for that?

 

Btw Bloom in 2.6 looks very nice.

Edited by HMart
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Particle effects? Why not use a flare material for that?

Thought the same. A simple tube around the light shaft which is a bit bigger in diameter using a translucent material brightening up the background.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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Stil, l that's another brush or model, and another material, so more triangles and drawcalls.

I can't remember any change in bloom done in 2.06 except converting/moving its code from frontend to backend. In general, I am not a fan of full-screen post-processing like that.

You can disable FBO but IMHO you should really decide that based on fps and SS glitches.

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I can't remember any change in bloom done in 2.06 except converting/moving its code from frontend to backend. In general, I am not a fan of full-screen post-processing like that.

You can disable FBO but IMHO you should really decide that based on fps and SS glitches.

 

Something has changed, and from the look of it, it's something like "bloom threshold" value. Not sure if there is anything like that in the engine, but it would be cool to have such options to tweak (by mappers rather than players, IMO). DX9 Unreal Engine has basically 2 values for that, bloom scale and bloom threshold:

 

Bloom scale 3, bloom threshold 0:

obraz.png

 

Bloom scale 3, bloom threshold 0,3, something like we have now in 2.06:

obraz.png

Edited by Judith
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Mappers can overload the bloom shader by there own version if they want a different look.

 

 

Stil, l that's another brush or model, and another material, so more triangles and drawcalls.

Whether that is an issue depends on the map. Used in indoor scenes (like in your screenies) I guess it won't be a big problem. But of course you are right. Having this handled by the bloom shader directly would be the more clean option. But as said, it can be overloaded.

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FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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Mappers can overload the bloom shader by there own version if they want a different look.

 

Great, can you point me to some info on how to start doing that? I'd like to experiment with that option.

 

Edit: I just found about global0 and global1, that should be it. http://wiki.thedarkmod.com/index.php?title=List_of_global_variables

 

Will test that later.

Edited by Judith
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I would have to look into the source code to see which of the several dozen shaders is used for bloom (especially after the graphics side of the mod has been worked on and it may have changed). But it should be one of the several shader programs containing the word "blur" iirc.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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For now I've looked into these cvars, and not only did I get several bloom looks, but also some crude DOF:

http://wiki.thedarkmod.com/index.php?title=Advanced_TDM_Visuals_Tweaking

 

I'll probably make another thread for it, as it might be interesting for other mappers.

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Yeah, I wonder how many mappers actually know those wiki articles exist (this one is new to me for example) :)

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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The next package build is available.

 

7351 – 4699: Sky in mirror optimization (duzenko)

7353 – 4670: Avoid crashing when user dmaps during gameplay (stgatilov)

7355 - Slightly improve low soft shadows quality case (stgatilov)

 

15123 – 4699: No additive blending for mirrors (duzenko)

15124 - Removed Extreme = 96 softShadowsQuality option from GUI (stgatilov)

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Decided to download 2.06 and see the new goodies, the first thing that really impressed me was the text clarity in the menus, just this put a big smile in my face, fantastic work guys.

 

I then decided to play for a little Volta 2 (fantastic mission btw), just to test the visual changes and the first thing i noticed, was that the water behaved bad, don't know if is a already known problem but the way i can describe it, is that everything below the water line was moving side to side in a constant motion, like a pendulum, the water "warp" effect was also not working correctly. The soft stencil shadows looked fantastic and i didn't saw any serious problems with them, at least in the little i played. Water bug aside 2.06 looks very promising to me. :)

 

I'm playing on a AMD R9 270X with the latest Adrenalin drivers.

 

Btw does Volta 2 implement EFX? I heard reverb in the caverns and i don't recall hearing it before but i'm not sure.

 

Both 64 and 32 bits version have the water bug on my end.

Edited by HMart
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I just realized, that finished missions are not marked as finished in the mission list anymore. They still show the dificulty levels and last play date in the info box on the bottom left when selected.

I just updated and use the x64 version on Windows 7.

Edited by Abusimplea
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I just realized, that finished missions are not marked as finished in the mission list anymore. They still show the dificulty levels and last play date in the info box on the bottom left when selected.

I just updated and use the x64 version on Windows 7.

 

Bugtracker issue?

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