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Re: Crytek's SSAO development thread [Re: WretchedSid] #341327
09/14/10 17:55
09/14/10 17:55
Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
Quad Offline
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Quad  Offline
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Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
afaik it's not possible, it compiles with last-release version if you try to publish, not the beta version.


3333333333
Re: Crytek's SSAO development thread [Re: Quad] #341331
09/14/10 18:37
09/14/10 18:37
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline OP
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HeelX  Offline OP
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H

Joined: Jul 2001
Posts: 6,904
Yes, I can't make an EXE... but I made screenshots with the debug panel on! I have a laptop here which is already slow on the Sponza demo, that might be the reason why there is no or only a small speed increase... the "white" demo is one of the new demos with very little overhead and a mini-shader that draws the whole model white, so that you can see directly the AO map without tweaking the AO-shaders.

click to see the screenshots as a slideshow

[EDIT] It is always 1.) the v0.3 version with fullsize processing and 2.) the new v0.4 version with the improved blur and the new upsampling -- on half the resolution (if you didn't knew).

Last edited by HeelX; 09/14/10 18:39.
Re: Crytek's SSAO development thread [Re: HeelX] #341344
09/14/10 21:22
09/14/10 21:22
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline
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Rackscha  Offline
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Joined: Dec 2008
Posts: 1,218
Germany
@JustSid: Didnt know about this restriction^^

@HeelX:

Looks kinda great^^

Greats
Rackscha

Last edited by Rackscha; 09/14/10 21:22.

MY Website with news of my projects:
(for example my current
Muliplayer Bomberman,
GenesisPrecompiler for LiteC
and TileMaster, an easy to use Tile editor)
Sparetime-Development

Re: Crytek's SSAO development thread [Re: Rackscha] #342132
09/23/10 20:36
09/23/10 20:36
Joined: Jul 2001
Posts: 6,904
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HeelX Offline OP
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HeelX  Offline OP
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Joined: Jul 2001
Posts: 6,904
I waited for JCL to release the new A8 public beta (A8.03.2) so that I can also release my new version ^^ you'll find it in the showcase.

I already have a bug report about animated sprites and I have requests for a tutorial. What do you think? And: do you think that it is worth it to keep the support for an own custom integration without needing a second deferred view?

Bye,
-Chris

Last edited by HeelX; 09/23/10 20:37.
Re: Crytek's SSAO development thread [Re: HeelX] #342186
09/24/10 14:30
09/24/10 14:30
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline
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darkinferno  Offline
Serious User

Joined: May 2009
Posts: 1,816
at my pc (duh)
lol so A7 users dont get all these pretty features huh

Re: Crytek's SSAO development thread [Re: darkinferno] #342212
09/24/10 18:58
09/24/10 18:58
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline OP
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HeelX  Offline OP
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Joined: Jul 2001
Posts: 6,904
I just take advantage of new and upcoming A8 features. Since the NOFOG flag is A8 exclusive, just take it away and make sure you don't have fog in your level - then it works under A7, too.

Re: Crytek's SSAO development thread [Re: HeelX] #342352
09/26/10 17:51
09/26/10 17:51
Joined: Nov 2008
Posts: 216
J
jane Offline
Member
jane  Offline
Member
J

Joined: Nov 2008
Posts: 216
Its an option for A7-users with "d3d_flags &= ~2;" (switch pixelfog to
vertexfog)?

Re: Crytek's SSAO development thread [Re: jane] #342353
09/26/10 18:03
09/26/10 18:03
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline OP
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HeelX  Offline OP
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Joined: Jul 2001
Posts: 6,904
The problem is, that I need to have NO FOG in the deferred view. To get this with A7, I have to override fog_color with 0 and do the fog on my own in the combine stage which involves also additional depth-lookups plus additional Lite-C overhead code. So it will be definetely a bit slower in A7!

But I will add the feature for the next version! Chips and beer!! BWAHHH!!! André!!!!!!! grin

Last edited by HeelX; 09/26/10 18:07.
Re: Crytek's SSAO development thread [Re: HeelX] #342585
09/29/10 14:37
09/29/10 14:37
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline OP
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HeelX  Offline OP
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H

Joined: Jul 2001
Posts: 6,904
Progress:
  • added support of animated sprites
  • renamed object shaders to cause no errors (e.g. in WED) due to too long filenames
  • in the deferred view all sky entities get a shader assigned, which clips the sky, so that no additional sky management routines are needed anymore (less Lite-C overhead!)
  • without the need to assign all sky entities to the base view anymore, the user isn't restricted anymore in regards to the client_id of his/her sky entities
  • added an additional particle pass to render particles over the already AO-shaded scene. This way, AO doesn't shine through particles anymore
  • disabled bilinear filtering in all texture lookups where not necessary to reduce the remaining AO-bleeding


Screenshots for the particle feature:

LEFT: This is a testscene with a nice fire and lots of particles for it.
MIDDLE: This is how it looks like at the moment: particles are rendered in the diffuse view and ignored in the deferred view, so AO is shining through the particles.
RIGHT: This is how it looks now with the seperate particle pass (particles are ignored in diffuse and deferred view and rendered at last).



After I have tested the particles stuff enough (e.g. with other transparent objects... let the alpha wars begin!! smile), the next thing is an A7 compatibility mode (this means mostly emulated fog).

Best regards,
-Chris

Re: Crytek's SSAO development thread [Re: HeelX] #342607
09/29/10 16:25
09/29/10 16:25
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
The additional particle render pass is worth every performance cost, it looks very nice!


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