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Beta Testing 2.06


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#426 Judith

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Posted 20 December 2017 - 05:05 AM

In my case, crashes occur both with 32-bit and 64-bit version, as long as I dmap in-game, not in the menu.


Edited by Judith, 20 December 2017 - 05:05 AM.


#427 duzenko

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Posted 20 December 2017 - 08:06 AM

Re clear_warp material.

Tested this on AMD and the non-depth program does not show flickering to me. Intel as well.

Any comments from nVidia users?



#428 Judith

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Posted 20 December 2017 - 09:15 AM

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.



#429 duzenko

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Posted 20 December 2017 - 01:37 PM

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.



#430 Judith

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Posted 20 December 2017 - 01:49 PM

Yup. By the way, FBO is mostly for Intel laptop GPUs, right? Since I have desktop machine with Nvidia GPU, can I turn it off and won't miss anything important?



#431 Judith

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Posted 20 December 2017 - 05:20 PM

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, 20 December 2017 - 05:22 PM.

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#432 grayman

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Posted 20 December 2017 - 05:54 PM

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.



#433 Judith

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Posted 20 December 2017 - 06:07 PM

Didn't even think about asking for it now :) just wondered whether it's possible, as it might be cheaper than adding particles to lights.



#434 HMart

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Posted 20 December 2017 - 08:53 PM

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, 20 December 2017 - 08:54 PM.


#435 Obsttorte

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Posted 21 December 2017 - 03:09 AM

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.


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#436 Judith

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Posted 21 December 2017 - 03:39 AM

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



#437 duzenko

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Posted 21 December 2017 - 05:34 AM

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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#438 Judith

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Posted 21 December 2017 - 06:32 AM

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, 21 December 2017 - 06:33 AM.


#439 Obsttorte

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Posted 21 December 2017 - 06:47 AM

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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#440 Judith

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Posted 21 December 2017 - 07:00 AM

 

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.thedarkm...lobal_variables

 

Will test that later.


Edited by Judith, 21 December 2017 - 07:21 AM.


#441 Obsttorte

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Posted 21 December 2017 - 04:36 PM

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.


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#442 Judith

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Posted 21 December 2017 - 04:47 PM

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

http://wiki.thedarkm...isuals_Tweaking

 

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



#443 Obsttorte

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Posted 21 December 2017 - 04:54 PM

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


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#444 Judith

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Posted 22 December 2017 - 03:19 AM

I just used word "bloom" in wiki search, otherwise I wouldn't find that page :)



#445 grayman

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Posted 22 December 2017 - 11:28 AM

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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#446 Judith

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Posted 22 December 2017 - 11:45 AM

Dmap works, low quality soft shadows actually look quite nice, and there's no Extreme option. Thank you!


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#447 Bikerdude

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Posted 22 December 2017 - 01:43 PM

Downloading.



#448 HMart

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Posted 22 December 2017 - 05:45 PM

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, 22 December 2017 - 06:03 PM.


#449 Abusimplea

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Posted 23 December 2017 - 12:43 AM

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, 23 December 2017 - 12:44 AM.


#450 grayman

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Posted 23 December 2017 - 12:52 AM

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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