duzenko 660 Posted October 25, 2018 Report Share Posted October 25, 2018 IMO it only needs performance optimization. With number of samples around 30, the performance is solid, but banding is too prominent. Something around 90 looks pretty good (for projection textures), but it's too performance-heavy. So either having 90 samples at the cost of 30 would be great, or maybe some interpolation between those 30 samples will look better.Is that with quickBlur on the projected texture? Quote Link to post Share on other sites
peter_spy 1603 Posted October 25, 2018 Author Report Share Posted October 25, 2018 (edited) Yup, the fast blur does nothing to improve banding along the light frustum, it only kind of dims the light. Only the number of samples increases quality of a light shaft. Edited October 25, 2018 by Judith Quote Misc. assets for TDM Link to post Share on other sites
duzenko 660 Posted October 25, 2018 Report Share Posted October 25, 2018 Yup, the fast blur does nothing to improve banding along the light frustum, it only kind of dims the light. Only the number of samples increases quality of a light shaft.Please try with shadows on and off (not the r_shadows but the light material flag) Quote Link to post Share on other sites
peter_spy 1603 Posted October 25, 2018 Author Report Share Posted October 25, 2018 Non-shadow lights obviously improve performance, but I don't see fastBlur doing anything differently. Quote Misc. assets for TDM Link to post Share on other sites
duzenko 660 Posted October 25, 2018 Report Share Posted October 25, 2018 Non-shadow lights obviously improve performance, but I don't see fastBlur doing anything differently.Is the banding better without shadows? Quote Link to post Share on other sites
peter_spy 1603 Posted October 25, 2018 Author Report Share Posted October 25, 2018 No, I don't see any difference. IMO, the interpolation has to be done between samples. Blurring falloff or projection images doesn't do anything. Quote Misc. assets for TDM Link to post Share on other sites
nbohr1more 2174 Posted October 25, 2018 Report Share Posted October 25, 2018 Questions: What kind of fallback happens if the mode or hardware doesn't support this shader? Does this render the same way (using shadow maps) even when r_shadows = 1 ? If not, does the light render as a standard light or a blend light (etc)? Does it not render at all or not produce any fallback effect? 2 Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...) Link to post Share on other sites
duzenko 660 Posted October 27, 2018 Report Share Posted October 27, 2018 Questions: What kind of fallback happens if the mode or hardware doesn't support this shader?Hardware not supported - undefined Does this render the same way (using shadow maps) even when r_shadows = 1 ?If using stencil shadows, no render If not, does the light render as a standard light or a blend light (etc)?It has its own code path Does it not render at all or not produce any fallback effect?Currently nothing at all but we can just ignore the shadows for the stencil case Quote Link to post Share on other sites
nbohr1more 2174 Posted December 18, 2018 Report Share Posted December 18, 2018 Is code support for this in Trunk? ( I didn't see anything relevant in the darkmod_src commit log.) Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...) Link to post Share on other sites
duzenko 660 Posted December 18, 2018 Report Share Posted December 18, 2018 Is code support for this in Trunk?( I didn't see anything relevant in the darkmod_src commit log.)It's in its separate github branchhttps://github.com/duzenko/darkmod-experiments/tree/VolumetricLights Quote Link to post Share on other sites
nbohr1more 2174 Posted December 18, 2018 Report Share Posted December 18, 2018 Thanks for the confirmation. I was pretty sure this is a 2.08 feature but I didn't want to get the 2.07 wiki (etc) wrong. Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...) Link to post Share on other sites
peter_spy 1603 Posted December 18, 2018 Author Report Share Posted December 18, 2018 Btw. Duzenko, did you manage to solve performance problems with higher sample value? Quote Misc. assets for TDM Link to post Share on other sites
peter_spy 1603 Posted April 15, 2019 Author Report Share Posted April 15, 2019 Duzenko, if you plan working on this further, now I have something more of an actual map scene / environment to test light shafts: 1 Quote Misc. assets for TDM Link to post Share on other sites
duzenko 660 Posted April 15, 2019 Report Share Posted April 15, 2019 Btw. Duzenko, did you manage to solve performance problems with higher sample value?Not reallyI guess we can target this as an option for high-end systems Duzenko, if you plan working on this further, now I have something more of an actual map scene / environment to test light shafts: Sure 1 Quote Link to post Share on other sites
peter_spy 1603 Posted April 15, 2019 Author Report Share Posted April 15, 2019 I think it would be great to have it, even if it was just an experimental feature. It's too good to pass up, IMO. Quote Misc. assets for TDM Link to post Share on other sites
Tafferboy 7 Posted April 15, 2019 Report Share Posted April 15, 2019 Duzenko, if you plan working on this further, now I have something more of an actual map scene / environment to test light shafts:in the above screenshot how did you place the bounce light so it didn't overlap into adjacent rooms, I assume its a noshadows light? Quote Link to post Share on other sites
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