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Re: Crytek's SSAO development thread
[Re: Zapan@work]
#346679
11/08/10 18:23
11/08/10 18:23
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Joined: Apr 2005
Posts: 3,076 Germany, NRW
rvL_eXile
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3D Artist
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![](/ubb7/images/groups/mod.gif)
3D Artist
Joined: Apr 2005
Posts: 3,076
Germany, NRW
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2 Bottles of Beer? Thats not enough ! ![grin grin](/ubb7/images/graemlins/default_dark/grin.gif) sry for OT
Last edited by rvL_eXile; 11/08/10 18:24.
Tutorials: [Blender]Terrain creation ENG/GER [Blender]Low Poly Tree Modeling [GIMP]Create a Texture for Terrains CLICK HERE
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Re: Crytek's SSAO development thread
[Re: HeelX]
#347315
11/14/10 13:22
11/14/10 13:22
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Joined: Jul 2001
Posts: 6,904
HeelX
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The threshold-blur stage is now shader model 2.0. For another reason, I changed the way I pass coarse normals (for reducing memory consumption). A positive side effect was that I don't need to reconstruct them anymore in all PP stages (because they are stored on an own 888 target). This resulted in less arithmetics. Plus, I changed the gaussian weights in the blur stage so that I get now the same image quality with 5 texture lookups now instead of 7 per pixel per pass (H and V). I am also investigating the arithmethics involved in the bilateral upsampling in respect to scalar nature of the AO terms (they are monochromatic! - the original paper was targetted on upscaling RGB colors only). If I am right, I think the upsampling will afterwards be two times faster for the cost of one additional half-sized 8888 rendertarget. Third, I think the AO shader can be modified so that it can be used iteratively, using one PP stage per AO-sampling. This allows a dynamic configuration of the quality (which is hardcoded at the moment) and maybe also PS 2.0. Maybe. Don't bet on it ![laugh laugh](/ubb7/images/graemlins/default_dark/laugh.gif) So these are the news and my thoughts, - so lets start coding!
Last edited by HeelX; 11/14/10 13:26.
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Re: Crytek's SSAO development thread
[Re: HeelX]
#350136
12/13/10 23:34
12/13/10 23:34
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Joined: Jul 2001
Posts: 6,904
HeelX
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Still working on the heavy 0.5 release (in the case you were curious)... the new A8 release candidate comes soon to the public afaik and I hope I can finish the new ssao release this year! Tons of good stuff in there, though, I am still struggling with some nasty problems, - but beside that, Zapan reported that it runs (and looks) quiet good in their Zombie game!
Last edited by HeelX; 12/13/10 23:35.
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Re: Crytek's SSAO development thread
[Re: Rondidon]
#350216
12/14/10 16:45
12/14/10 16:45
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Joined: Jul 2001
Posts: 6,904
HeelX
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*möp* request for A7 version *möp* It will be A7 compatible.
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Re: SSAO development thread
[Re: HeelX]
#354359
01/17/11 23:47
01/17/11 23:47
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Joined: Jul 2001
Posts: 6,904
HeelX
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Ok, everything regarding the development of the next version (0.6) will take place here. The development direction is pushed from different sides - some commons users here and one actual team, developing a commercial game, so new features will not only affect quality and speed, but also compatibility to Gamestudio in general and content creation/usage. The first new feature is caused by this: automatic sprite decal-support. If sprite-entities have the DECAL flag on, they get ignored in the SSAO stage and won't contribute to the softalpha mask, because it is assumed that they are "glued" to the surface behind them. This is how it looks like: In general, entities can be excluded manually, too, but I doubt that this makes much sense, because AO is shimmering through them, then. So, if YOU have any feature requests, don't hesitate to post them! Next: (automatic*) GPU bones support (A8/pro only). Best regards, -Christian *: depends on JCL finding that undocumented flag ![wink wink](/ubb7/images/graemlins/default_dark/wink.gif)
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