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Testers and reviewers wanted: BFG-style vertex cache


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#276 HMart

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Posted 28 September 2018 - 07:39 AM

I also don't see shadow maps for alpha materials, but i assume that is caused by material keywords like noshadow, backSided, DECAL_MACRO and twosided that disables shadow casting.

 

Also that shadow mapping softness at the distance is because duzenko implemented "Contact Hardening" shadows, the closer to the object, the shadow is, the harder it gets! :D   sounds dirty  ;p


Edited by HMart, 28 September 2018 - 07:40 AM.


#277 Baal

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Posted 29 September 2018 - 02:23 AM

The most recent SVN (executable and shaders):

---------- R_ReloadGLSLPrograms_f -----------
interaction VF
ambientInteraction VF
stencilShadow VF
shadowMap VGWARNING:shaderCompileFromFile(glprogs/shadowMap.gs) validation


FWARNING:shaderCompileFromFile(glprogs/shadowMap.fs) validation
0:7(1): error: #version 150 required for using interface blocks
0:7(1): error: interface blocks with an instance name are not allowed in GLSL 1
.30 (GLSL 1.50 or GLSL ES 3.00 required)



oldStage VF
depthAlpha VF
fog VF
blend VF
cubeMap VF

Can you try using a core profile GL context? It allows a more recent GLSL version on Intel (on my system).


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#278 duzenko

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Posted 29 September 2018 - 02:45 AM

The most recent SVN (executable and shaders):

---------- R_ReloadGLSLPrograms_f -----------
interaction VF
ambientInteraction VF
stencilShadow VF
shadowMap VGWARNING:shaderCompileFromFile(glprogs/shadowMap.gs) validation


FWARNING:shaderCompileFromFile(glprogs/shadowMap.fs) validation
0:7(1): error: #version 150 required for using interface blocks
0:7(1): error: interface blocks with an instance name are not allowed in GLSL 1
.30 (GLSL 1.50 or GLSL ES 3.00 required)



oldStage VF
depthAlpha VF
fog VF
blend VF
cubeMap VF

Can you try using a core profile GL context? It allows a more recent GLSL version on Intel (on my system).

Regret not in TDM 2.07.

Try forcing r_useGLSL 1 in game console.


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#279 nbohr1more

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Posted 30 September 2018 - 08:41 PM

Update 12 is here:

 

https://www.moddb.co...tex-buffer-beta

 

* A new texture atlas system for Shadow Maps significantly improves resolution management and LOD

* Improved Softening for Shadow Maps

* Almost all shadow acne has been solved and the remaining artifacts are very minimal.

 

 

Note: The softening has improved to the point that you can lower r_softShadowsQuality to 14 or lower and still

have very smooth shadow transitions in most cases.


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#280 lowenz

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Posted 01 October 2018 - 01:55 AM

Update 12 is here:

 

https://www.moddb.co...tex-buffer-beta

 

* A new texture atlas system for Shadow Maps significantly improves resolution management and LOD

* Improved Softening for Shadow Maps

* Almost all shadow acne has been solved and the remaining artifacts are very minimal.

 

 

Note: The softening has improved to the point that you can lower r_softShadowsQuality to 14 or lower and still

have very smooth shadow transitions in most cases.

Give us the values! :D

 

r_shadows 2

r_softShadowsQuality *****

r_softShadowsRadius *****

r_shadowMapSize *****


Edited by lowenz, 01 October 2018 - 01:56 AM.

Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.


#281 nbohr1more

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Posted 01 October 2018 - 07:39 AM

Give us the values! :D

 

r_shadows 2

r_softShadowsQuality *****

r_softShadowsRadius *****

r_shadowMapSize *****

 

r_shadows 2

r_softShadowsQuality 14 or 16

r_softShadowsRadius 6

r_shadowMapSize 1024 or 1440


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#282 lowenz

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Posted 01 October 2018 - 08:44 AM

Performance JUMP!

 

r_softShadowsQuality 16

r_softShadowsRadius 6

r_shadowMapSize 1024

 

SoftStencil: 48 FPS

image.jpg
 
ShadowMaps: 55 FPS ( BUT WHY THE WEAPON DISAPPEARS? :D )
image.jpg

Edited by lowenz, 01 October 2018 - 08:45 AM.

Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.


#283 lowenz

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Posted 01 October 2018 - 08:46 AM

VideoRAM increased and CPU usage too.

But a nice jump of 7-8 FPS in that scene! (15%)


Edited by lowenz, 01 October 2018 - 08:47 AM.

Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.


#284 lowenz

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Posted 01 October 2018 - 08:54 AM

Old "contact" issue with the shadowed object (there's NO contact with radius 1 too :P)

 

Radius 6:

image.png
 

 

Radius 4:

image.png


Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.


#285 duzenko

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Posted 01 October 2018 - 10:15 AM

 

 ( BUT WHY THE WEAPON DISAPPEARS? :D )
 

 

Snatched!



#286 duzenko

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Posted 02 October 2018 - 09:25 AM

@nbohr1more

Do we want to rename this thread to 2.07 alpha testing or something?



#287 wesp5

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Posted 02 October 2018 - 09:50 AM

@nbohr1more

Do we want to rename this thread to 2.07 alpha testing or something?

Does this mean that 2.07 will be moved to the D3 BFG engine?



#288 nbohr1more

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Posted 02 October 2018 - 09:54 AM

2.06 has hybrid vanilla and BFG code, with mostly vanilla code and dhewm changes.

 

2.07 will move closer to BFG.

 

We are picking and choosing the features we like from various Doom 3 (and BFG) branches and integrating them

along with our own code design changes.


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#289 Judith

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Posted 04 October 2018 - 07:09 AM

I don't know about you, but switching to r_shadows 2 makes fans on my GPU go pretty loud, and the performance isn't always better.



#290 nbohr1more

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Posted 18 October 2018 - 11:37 PM

Update 14 is here:

 

https://www.moddb.co...tex-buffer-beta

 

Attached File  parcel_2018-10-19_00.31.52.jpg   96.93KB   0 downloads

 

Attached File  living_expenses_2018-10-19_01.18.45.jpg   57.23KB   0 downloads

 

Attached File  phrase_book_2018-10-19_01.49.15.jpg   97.92KB   0 downloads

 

 

Some major upheaval and improvement took place since the last update.

 

Soft Shadows now use a substantially improved PCSS calculation courtesy of stgatilov

 

Also, there is always a minimum amount of softening as a way to obscure aliasing artifacts

at the low resolution bounds of the shadow map.

 

In short, shadows are more physically correct, better looking, and almost all aliasing artifacts are

hidden.

 

Also, tentative work has been done to setup per light-entity light center size attributes so different lights can have different amounts of softening.

 

For the shadow map softness, the slider will no longer work as the override is now a negative number.

 

Recommended settings:

 

r_shadows = 2

r_testARBProgram = 1

r_softShadowsRadius = -0.65 or 1

r_shadowMapSize = 1024 or 1440

r_softShadowsQuality = 24 or greater

 

Note: You can even go lower on the Shadow Map size due to the new minimum shadow softening feature. Give it a try.


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#291 lowenz

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Posted 19 October 2018 - 07:01 AM

Awesome final result! NOW there are no more contact artifacts!

 

 

 

Beautiful tomb-shadowed relic projecting its own shadow on the tomb @the end :D

 

(Do shadows are clustered-calculated or per-object/mesh?)


Edited by lowenz, 19 October 2018 - 07:03 AM.

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#292 duzenko

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Posted 19 October 2018 - 09:16 AM

(Do shadows are clustered-calculated or per-object/mesh?)

One omni-directional shadow cubemap per light, all lights in one shadow texture - assuming you're on r_shadows 2



#293 HMart

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Posted 19 October 2018 - 03:12 PM

In the new 14 update shadow maps to me became totally burked, i tried both 32 and 64 bits exes.

 

https://drive.google...iew?usp=sharing

 

My GPU is a AMD RX 570 8GB 


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#294 nbohr1more

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Posted 19 October 2018 - 03:29 PM

Cvar settings?
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#295 HMart

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Posted 19 October 2018 - 03:35 PM

The ones you posted above. 

 

r_shadows = 2

r_testARBProgram = 1

r_softShadowsRadius = -0.65

r_shadowMapSize = 1024

r_softShadowsQuality = 24

 

 

r_softShadowsRadius is a negative number? 

 

Btw i installed duzenko latest volumetric test shaders and exe and shadow maps started working... 


Edited by HMart, 19 October 2018 - 03:36 PM.

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#296 nbohr1more

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Posted 19 October 2018 - 04:12 PM

Did you clear shader cache?

Does the problem return if you go back to update 14?
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#297 HMart

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Posted 19 October 2018 - 04:22 PM

Did you clear shader cache?

 

I don't know how to do that. Do i just delete the shaders folder?

 

 

 

Does the problem return if you go back to update 14?

 

No it still works.



#298 nbohr1more

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Posted 19 October 2018 - 08:32 PM

 

I don't know how to do that. Do i just delete the shaders folder?

 

C:\Users\%userprofile%\AppData\Local\AMD\DxCache

is where cache data is supposed to reside, from a little googling. Similar path for nvidia

but it's under AppData\local\Temp\Nvidia...


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#299 duzenko

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Posted 19 October 2018 - 11:48 PM

Did you clear shader cache?

Does the problem return if you go back to update 14?

The volumetric branch should have all the svn changes merged as well



#300 lowenz

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Posted Yesterday, 02:05 AM

C:\Users\%userprofile%\AppData\Local\AMD\DxCache

is where cache data is supposed to reside, from a little googling. Similar path for nvidia

but it's under AppData\local\Temp\Nvidia...

 

Not only!

 

There's AppData\local\Nvidia\GLCACHE too


Edited by lowenz, Yesterday, 06:19 AM.

Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.





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