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Re: Crytek's SSAO development thread
[Re: WretchedSid]
#341327
09/14/10 17:55
09/14/10 17:55
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Joined: Oct 2007
Posts: 5,210 Ä°stanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
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afaik it's not possible, it compiles with last-release version if you try to publish, not the beta version.
3333333333
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Re: Crytek's SSAO development thread
[Re: Quad]
#341331
09/14/10 18:37
09/14/10 18:37
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Joined: Jul 2001
Posts: 6,904
HeelX
OP
Senior Expert
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OP
Senior Expert
Joined: Jul 2001
Posts: 6,904
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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.
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Re: Crytek's SSAO development thread
[Re: HeelX]
#341344
09/14/10 21:22
09/14/10 21:22
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Joined: Dec 2008
Posts: 1,218 Germany
Rackscha
Serious User
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Serious User
Joined: Dec 2008
Posts: 1,218
Germany
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@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
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Re: Crytek's SSAO development thread
[Re: Rackscha]
#342132
09/23/10 20:36
09/23/10 20:36
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Joined: Jul 2001
Posts: 6,904
HeelX
OP
Senior Expert
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OP
Senior Expert
Joined: Jul 2001
Posts: 6,904
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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.
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Re: Crytek's SSAO development thread
[Re: jane]
#342353
09/26/10 18:03
09/26/10 18:03
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Joined: Jul 2001
Posts: 6,904
HeelX
OP
Senior Expert
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OP
Senior Expert
Joined: Jul 2001
Posts: 6,904
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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 grin](/ubb7/images/graemlins/default_dark/grin.gif)
Last edited by HeelX; 09/26/10 18:07.
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Re: Crytek's SSAO development thread
[Re: HeelX]
#342585
09/29/10 14:37
09/29/10 14:37
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Joined: Jul 2001
Posts: 6,904
HeelX
OP
Senior Expert
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OP
Senior Expert
Joined: Jul 2001
Posts: 6,904
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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). ![](http://img299.imageshack.us/img299/1655/particleon.th.jpg) After I have tested the particles stuff enough (e.g. with other transparent objects... let the alpha wars begin!! ![smile smile](/ubb7/images/graemlins/default_dark/smile.gif) ), the next thing is an A7 compatibility mode (this means mostly emulated fog). Best regards, -Chris
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