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Posted

Quickly done a test as the curiosity was too much. New volumetric lights work great on Linux / amdgpu, both with stencil shadows and shadow maps. It's noticeably a little faster and indeed there's no more dithering.

Stencil shadows still appear to be a few FPS faster. Screenshot bug with stencil shadows remains, everything's dark in the screenshot with stencil but with maps they're saved fine. New shots of the bug and how volumes look for me:

1943170027_hazard(2022-11-1321-44-59)(3172.061742.44324.25).thumb.jpg.5db6e5449f9f852bc3b3b308c8228829.jpg1510406490_hazard(2022-11-1321-45-08)(3172.061742.44324.25).thumb.jpg.946486743baa7233c0f54ecb88dc2931.jpg

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Posted
13 hours ago, MirceaKitsune said:

Screenshot bug with stencil shadows remains, everything's dark in the screenshot with stencil but with maps they're saved fine.

It's funny to see that now shadowmaps are forced with volumetric lighting even when using stencil shadows and you can see this in the (first) screenshot. In the back the volumetric light is still visible because it's using shadow maps, right?

Posted
5 hours ago, datiswous said:

It's funny to see that now shadowmaps are forced with volumetric lighting even when using stencil shadows and you can see this in the (first) screenshot. In the back the volumetric light is still visible because it's using shadow maps, right?

I still haven't understood this one. So if a light source has volumes as well as shadows enabled, it will use shadow maps even if you selected stencil in the menu? No way to make volumes work with stencil shadows I take it?

Technically we should all be using shadow maps at this point so I guess it's not that bad. I tried not to for the extra performance, but at this point I'm probably going to go with maps too: I regain a lot of performance by disabling MSAA which is a huge performance drain, worth the extra +30 FPS for the price of a few jagged edges.

Posted

Yes, now volumetric lights with shadows by default force shadow maps, but for the lights with volumetrics only.

If you find it surprising, you should recall that some lights (parallel and large ones) are always forced to stencil shadows, even if you choose shadow maps in the menu. It has been working like that since the very beginning of shadow maps in 2.06.

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  • 3 weeks later...
Posted

Using r10189 with stencil shadows, save game screenshots are dark/black (see attached screenshot). Regular screenshots are almost correct.

When taking a regular screenshot, volumetric lights blink off and back on in the game world. Volumetric lights in the screenshot look different than what's displayed in game.

 

dark-save-screenshot.webp

Posted
8 minutes ago, datiswous said:

This is mentioned before in this thread.

Is r10189 a special version, because it can't be installed as a dev-build via the installer.

I use the code from SVN to build my own executables for development and testing. So, r10189 refers to a revision in SVN, which is more recent than the current dev build.

There were some recent fixes for screenshots, which I think improved things. But there seems to be a few issues left to solve. I'm just making sure those are known.

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Posted
19 hours ago, Daft Mugi said:

Using r10189 with stencil shadows, save game screenshots are dark/black (see attached screenshot). Regular screenshots are almost correct.

When taking a regular screenshot, volumetric lights blink off and back on in the game world. Volumetric lights in the screenshot look different than what's displayed in game.

I think I fixed it on the latest trunk.

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  • stgatilov changed the title to Development versions (2.11)

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