6 registered members (AndrewAMD, Ayumi, degenerate_762, 7th_zorro, VoroneTZ, HoopyDerFrood),
1,268
guests, and 6
spiders. |
Key:
Admin,
Global Mod,
Mod
|
|
|
Re: Project: "Reality Render" (PSSM+PCSS, SSAO, Ph
[Re: Quad]
#202577
04/15/08 19:28
04/15/08 19:28
|
Joined: Oct 2002
Posts: 8,939 planet.earth
ello
Senior Expert
|
Senior Expert
Joined: Oct 2002
Posts: 8,939
planet.earth
|
hey, great work so far. things have already been mentioned about the artifacts it works fine here if i dont go beyond key3 maybe a delete all objects shortkey would be cool for the demo, too
|
|
|
Re: Project: "Reality Render" (PSSM+PCSS, SSAO, Ph
[Re: ello]
#202867
04/17/08 15:27
04/17/08 15:27
|
Joined: Jul 2005
Posts: 1,930 Austria
Dark_samurai
Serious User
|
Serious User
Joined: Jul 2005
Posts: 1,930
Austria
|
A Bug I noticed: If a box moves very fast, the shadows aren't refreshed fast enough and they appear in the air. And the pssm is realy slow, much slower than stencil shadows. At least on my machine.
Dark_Samurai
ANet - A stable and secure network plugin with multi-zone, unlimited players, voip, server-list features,... (for A7/A8)! get free version
|
|
|
Re: Project: "Reality Render" (PSSM+PCSS, SSAO, Ph
[Re: Dark_samurai]
#203554
04/22/08 18:42
04/22/08 18:42
|
Joined: Sep 2003
Posts: 271 Germany
Chris3D
OP
Member
|
OP
Member
Joined: Sep 2003
Posts: 271
Germany
|
So, I got the alphatesting working... the last days I tried to get rid off the artifacts, but there is no good solution for it. Crytek samples the depthmap a few times and changes the position to blurry the artifacts away. But I want a cleaner way, which costs less render time... DONE
Last edited by Chris3D; 04/22/08 20:59.
|
|
|
Re: Project: "Reality Render" (PSSM+PCSS, SSAO, Ph
[Re: Chris3D]
#203674
04/23/08 12:52
04/23/08 12:52
|
Joined: Jul 2001
Posts: 6,904
HeelX
Senior Expert
|
Senior Expert
Joined: Jul 2001
Posts: 6,904
|
So, I got the alphatesting working... Does this work also for arbitrary alpha? I mean, when you have some trees and foliage realised as alpha sprites, how does the shadow look like? Crytek samples the depthmap a few times and changes the position to blurry the artifacts away. I think it would be good if you can chose between good quality and better performance. Cheers, Christian
|
|
|
Re: Project: "Reality Render" (PSSM+PCSS, SSAO, Ph
[Re: HeelX]
#203718
04/23/08 16:38
04/23/08 16:38
|
Joined: Jul 2005
Posts: 1,930 Austria
Dark_samurai
Serious User
|
Serious User
Joined: Jul 2005
Posts: 1,930
Austria
|
@Chris3D: Maybe this problem is only on my system, but with your demo I got 10-15 FPS with only 1 box, no physX no SSAO and low quality shadows. System: 2x1.66 GHz, Ati Mobility Radeon X1400 256MB (another 256MB shared) shadermodel p3.0 v3.0, XP If a box moves very fast, the shadows aren't refreshed fast enough and they appear in the air. Did you already get rid of this problem? Dark_Samurai
ANet - A stable and secure network plugin with multi-zone, unlimited players, voip, server-list features,... (for A7/A8)! get free version
|
|
|
Re: Project: "Reality Render" (PSSM+PCSS, SSAO, Ph
[Re: HeelX]
#203759
04/23/08 20:19
04/23/08 20:19
|
Joined: Sep 2003
Posts: 271 Germany
Chris3D
OP
Member
|
OP
Member
Joined: Sep 2003
Posts: 271
Germany
|
@HeelX: In the final version the process will look like this: 1. You tell the renderer which models get a shadow (via a flag or a Light Manager) 2. The dll checks which objects need shadows and render them. If the models have an alpha channel in their texture, the shader uses the alpha channel and render it. I hope this will help to understand the process. @ dark_samurai: the problem or "bug" you see, only happens if your framerate is down, because the shadow is a post-processing-texture. I can change that and render the shadow directly on the models, but than you can't use the soft shader... well I will try to make the render process faster, so you won't see the "bug", but it's just a try... It is really strange that it runs so slow on your machine, maybe its because of the physX, the rest is only a box and a plane, so only a few vertices points to render sorry for my bad english, but I'm damn tired today. Greetings from bavaria Chris
Last edited by Chris3D; 04/23/08 20:28.
|
|
|
Re: Project: "Reality Render" (PSSM+PCSS, SSAO, Ph
[Re: Chris3D]
#204020
04/25/08 17:32
04/25/08 17:32
|
Joined: Jul 2005
Posts: 1,930 Austria
Dark_samurai
Serious User
|
Serious User
Joined: Jul 2005
Posts: 1,930
Austria
|
It is really strange that it runs so slow on your machine, maybe its because of the physX, the rest is only a box and a plane, so only a few vertices points to render A demo without physX would create clarification. Are you planning to release 2 seperat plugins? One with physX and one with pssm? Dark_Samurai
ANet - A stable and secure network plugin with multi-zone, unlimited players, voip, server-list features,... (for A7/A8)! get free version
|
|
|
Re: Project: "Reality Render" (PSSM+PCSS, SSAO, Ph
[Re: Chris3D]
#204041
04/25/08 21:14
04/25/08 21:14
|
Joined: Nov 2000
Posts: 1,534 hamburg
Samb
Serious User
|
Serious User
Joined: Nov 2000
Posts: 1,534
hamburg
|
hey christ3D will you optimaze your code, so it will run with graphic cards, who can't use shaders higher than 2.0? because my graphic card, ati radeon x800 GTO˛ isn't THAT old... also, you just can't make games for systems, that doesn't support 2.a+. the user-target-range would be just too small
|
|
|
|