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Testers and reviewers wanted: BFG-style vertex cache


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#326 Judith

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Posted 09 November 2018 - 06:48 AM

We never had that shadow problem with spotlights while testing volumetric lights. I just checked, and they all cast shadows properly, whether they use volumetric or standard light materials.



#327 lowenz

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Posted 15 November 2018 - 06:32 PM

If anyone is interested, a new release of DHEWM 3: https://github.com/d...dhewm3/releases


Edited by lowenz, 15 November 2018 - 06:32 PM.

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#328 lowenz

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Posted Yesterday, 02:46 PM

*wrong thread, LOL*


Edited by lowenz, Yesterday, 03:07 PM.

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.


#329 nbohr1more

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Posted Yesterday, 11:19 PM

Update 15 is here:

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

Shaders have been cleaned up to match their actual OpenGL profile requirements. (Most are now 120)

A new single-pass shadow map mode (experimental): r_ignore2 1

(note, this cvar does not save values on restart so you'll either need to change it in the console,
add it as a launch flag, or add it to autoexe.cfg)
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#330 duzenko

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Posted Today, 03:34 AM

A new single-pass shadow map mode (experimental): r_ignore2 1
 

I changed that to r_shadowMapSinglePass (on by default to force testing)

Of course, it requires r_shadows 2 to affect anything

If you encounter anything glitchy, try r_shadowMapSinglePass 0 and see if that helps


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#331 HMart

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Posted Today, 08:08 AM

Tested the new 15 update and i most say in my case the shadow map performance with that has improved leaps and bounds and they look very good, now I don't see any reason for me to play with stencil shadows on. :)

 

my settings:

 

r_shadows 2

r_shadowMapSinglePass 1

r_softShadowsQuality 24

r_softShadowsRadius -0.65

r_shadowMapSize 1024


Edited by HMart, Today, 08:09 AM.


#332 duzenko

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Posted Today, 09:57 AM

Tested the new 15 update and i most say in my case the shadow map performance with that has improved leaps and bounds and they look very good, now I don't see any reason for me to play with stencil shadows on. :)

 

my settings:

 

r_shadows 2

r_shadowMapSinglePass 1

r_softShadowsQuality 24

r_softShadowsRadius -0.65

r_shadowMapSize 1024

FWIW Single pass shadow maps are still too slow for me on AMD.



#333 HMart

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Posted Today, 11:18 AM

FWIW Single pass shadow maps are still too slow for me on AMD.

 

That is strange, i'm on a AMD GPU?! To be exact i'm on a entirely AMD PC.

 

 

Ok after testing this more, it seems duzenco is right, I went to a place that brought fps down enough from constant 60fps so i could see well the difference, with single pass off fps were ~56, with single pass on, it was constant 50fps with some occasional deeps to 48/9fps, but one really strange thing happens, even tho the fps's are lower, it feels smoother! That was what made me think the performance was better even tho it was not really... 

 

Reminds me of this:

 

https://medium.com/@alen.ladavac/the-elusive-frame-timing-168f899aec92 


Edited by HMart, Today, 11:38 AM.


#334 lowenz

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Posted Today, 12:48 PM

Good performance on a 750 Ti GPU! (all maxed out, no MSAA)

 

The-Dark-Modx64-2018-11-18-18-15-46-578.


Edited by lowenz, Today, 12:49 PM.

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.


#335 Judith

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Posted Today, 12:51 PM

Comparing the CPU/GPU load with MSI Afterburner, in one example scene I got 64% GPU / 8% CPU with soft stencil shadows, but 83% GPU / 7% CPU with shadow maps. I'm on Intel/Nvidia setup.



#336 HMart

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Posted Today, 01:02 PM

Comparing the CPU/GPU load with MSI Afterburner, in one example scene I got 64% GPU / 8% CPU with soft stencil shadows, but 83% GPU / 7% CPU with shadow maps. I'm on Intel/Nvidia setup.

 

I'm not sure but is not that expected? Afaik shadow maps are more GPU heavy by design they are just textures after all.  



#337 lowenz

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Posted Today, 01:12 PM

Performance is awesome on a 2014 medium-tier VGA! All other options are maxed out. NO lightgem tweaks (so you can gain some other FPS).

Just don't use MSAA (it's a performance killer on old GPUs -> 7 FPS  in the same scene with 4x value :ph34r: )

 

How about a future implementation of FXAA/other morphological AA techniques?


Edited by lowenz, Today, 01:14 PM.

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.


#338 duzenko

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Posted Today, 01:46 PM

Comparing the CPU/GPU load with MSI Afterburner, in one example scene I got 64% GPU / 8% CPU with soft stencil shadows, but 83% GPU / 7% CPU with shadow maps. I'm on Intel/Nvidia setup.

It boils down to shadow map resolution and relative overdraw in player vs light views.
There are edge cases when stencil shadows take LOTS of fillrate (staircase in Old Habits 2, wine cellar in St Albans Cathedral), though that's more of the mapping/testing issue, but that still happens.
And, stencil cost goes up when you crank up the AA.
 
 

Good performance on a 750 Ti GPU! (all maxed out, no MSAA)

You're probably too high on the SS quality?

#339 lowenz

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Posted Today, 02:25 PM

You're probably too high on the SS quality?

?

 

Just don't use MSAA (it's a performance killer on old GPUs -> 7 FPS  in the same scene with 4x value  :ph34r: )


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.


#340 duzenko

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Posted Today, 03:25 PM

?

 

Just don't use MSAA (it's a performance killer on old GPUs -> 7 FPS  in the same scene with 4x value  :ph34r: )

I meant soft shadows, not super sampling



#341 Judith

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Posted Today, 03:38 PM

The r_shadowMapSize is 1024, r_softShadowsQuality is 24, and r_softShadowsRadius is 1.

 

Just tested several scenes in Volta 1 and 2. The CPU load is like 1% lower and the GPU load is much higher with r_shadows 2.



#342 lowenz

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Posted Today, 04:20 PM

I meant soft shadows, not super sampling

24!

radius 1


Edited by lowenz, Today, 04:20 PM.

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.


#343 nbohr1more

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Posted Today, 05:04 PM

The r_shadowMapSize is 1024, r_softShadowsQuality is 24, and r_softShadowsRadius is 1.
 
Just tested several scenes in Volta 1 and 2. The CPU load is like 1% lower and the GPU load is much higher with r_shadows 2.


Your CPU can probably power through most Stencil shadows scenes but how are the numbers here:

Rightful Property

post-3763-0-40647300-1497586062.jpg

?
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#344 Judith

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Posted Today, 05:20 PM

Yeah, after changing to more recent CPU, the numbers went down quite substantially. In RP, the longest view actually tanks the framerate, and GPU is at 99% load. With shadow maps it goes down to like 67%, and FPS goes up to 60. No idea how shadowmaps sometimes make GPU work harder, and other times they somehow make it easier.


Edited by Judith, Today, 05:21 PM.


#345 nbohr1more

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Posted Today, 05:48 PM

That sounds like fillrate vs memory bandwidth.

A rough guess is that the scenes that do well with Stencil Shadows have lots of smaller lights
whereas the scenes that do well with shadow maps have fewer but larger lights.
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#346 HMart

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Posted Today, 06:35 PM

Your CPU can probably power through most Stencil shadows scenes but how are the numbers here:

Rightful Property

post-3763-0-40647300-1497586062.jpg

?

 

To me that part was ~50fps with single pass on a AMD Ryzen 1800X CPU, didn't tried with single pass off but i assume would be 6 fps or so faster. 

 

Btw a got a warning about aas96 or something being out of date when starting that mission. 


Edited by HMart, Today, 06:37 PM.


#347 Durandall

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Posted Today, 09:01 PM

Just thought I'd pop in and say I get the aas out of date with Samhain Night as well.

New engine changes invalidating old map aas?






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