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Re: SSAO development thread [Re: Nidhogg] #368761
04/28/11 08:45
04/28/11 08:45
Joined: Aug 2007
Posts: 1,922
Schweiz
Widi Offline
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Widi  Offline
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Schweiz
It is one of the best shaders i see for 3dgs, please keep your work...
...and thanks for this shader.

Re: SSAO development thread [Re: Widi] #368958
04/29/11 21:52
04/29/11 21:52
Joined: Jul 2001
Posts: 6,904
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HeelX Offline OP
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HeelX  Offline OP
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Cool, thanks guys smile

This is what I am talking about: GPU animated crowd + simple DOF + PSSM + SSAO humanoid demo:



Maybe I'll make that game scene (with the Wasteland assets from Pietro) later, when I implemented lightning models.

Last edited by HeelX; 04/29/11 22:39.
Re: SSAO development thread [Re: HeelX] #368972
04/30/11 07:19
04/30/11 07:19
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
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Germanunkol  Offline
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Posts: 2,640
Earth
Are the darker areas on the model SSAO only? Looks pretty neat!
DOF is overdone though, but I guess it's just to showcase it...

Would love to see that in motion. Looks like it's a pretty action-loaded scene...

Last edited by Germanunkol; 04/30/11 07:20.

~"I never let school interfere with my education"~
-Mark Twain
Re: SSAO development thread [Re: Germanunkol] #368976
04/30/11 07:40
04/30/11 07:40
Joined: Jul 2001
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HeelX Offline OP
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HeelX  Offline OP
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Originally Posted By: Germanunkol
Are the darker areas on the model SSAO only?


Apart from the shadowmapping, yes smile I am struggling right now with de- and activating SSAO while attached shaders re-use the still generated depth/normalmaps, but that should be fixed this weekend. I will make two comparison shots later. The action is the same as in the crowd-demo, since I use the exact very same model smile but yes, the actors are fighting, running, falling down and idle'ing around. Pretty much going on.

Originally Posted By: Germanunkol
DOF is overdone though, but I guess it's just to showcase it


It's my first time writing a DOF shader and I wanted to assure that everyone is "seeing" it smile

DOF is pretty cheap, though (poisson blur on half the screen, blend via depth map from SSAO stage). Animations (though, very fast on GPU) + PSSM are already beating down my fps, SSAO adds it's own little performance decrease, haha..., so on my laptop (I have no mega-power-PC) I have a FPS which is not so.. fast. I will see if I can capture a video this weekend.

Re: SSAO development thread [Re: HeelX] #369021
04/30/11 18:30
04/30/11 18:30
Joined: Feb 2011
Posts: 135
Myrkling Offline
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Myrkling  Offline
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Joined: Feb 2011
Posts: 135
Reading through your changelogs it seems that you really want to get the most out of it.
Thank you for keep updating and optimizing your SSAO implementation, HeelX!

Re: SSAO development thread [Re: Myrkling] #369271
05/03/11 09:12
05/03/11 09:12
Joined: Jul 2001
Posts: 6,904
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HeelX Offline OP
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HeelX  Offline OP
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Posts: 6,904
Here is a video on YouTube:

SSAO for Gamestudio - Humanoid Demo (WIP): GPU-bones, PSSM, DOF + SSAO

And a small comparison of the different techniques (click right, watch image and zoom in):

Re: SSAO development thread [Re: HeelX] #369666
05/05/11 21:03
05/05/11 21:03
Joined: Jul 2001
Posts: 6,904
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HeelX Offline OP
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HeelX  Offline OP
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Posts: 6,904
Damn, damn, ****, ****, ****-****!!! smile

I don't know WHY, but using multi-floating point targets (bmap and target1) and storing the un-normalized depth makes me insane. Yes, it works here. And there. And there. And look, there too!!! But then Superku comes and proves me that his card is totally insane and produces garbage wink

I think I will switch back to my previous, working 888->FP encoding scheme. ****!

Re: SSAO development thread [Re: HeelX] #373791
06/12/11 22:48
06/12/11 22:48
Joined: Jul 2001
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HeelX Offline OP
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Posts: 6,904
Uh, my last post about this is very long ago smile ha, but I worked again a bit on it.

I decided to drop support of akward cards like the one of Superku. So, depth is now always sampled as floating point render target.

I finished today dynamic shader compilation. Yet, I already pass all Lite-C #define's to each shader, and after adding lots of rudimentary #define's and #if's I already got a boost of 9 fps in the white demo (50 -> 59fps) here on my laptop. I even expect more fps gain when I added permutated shader compilation for objects because of removed if statements and then also removed redundant render targets and access to them.

Also, you can supress GPU support now if needed (if you have A8), this reduces generated Lite-C code and produces less object shader code (the corresponding technique and VS is skipped then during compilation). An edition check will also disable generated gpu bone code, if you use A8, but have not pro-edition.

I'll add now also the possibility to define some shader constants in your Lite-C code, which had to be changed directly in the shader code, for your convenience, like AO passes, blur parameters or certain thresholds (NOTE: this will be done with #define's!); -as well- as to turn off some shader functionalities (like adjustable brightness/darkness parameters) -or- to hard code variables (like camera clipping values or brightness/darkness parameters).

Since my efforts are leading towards the possibility of a high customization and resulting, strong optimizations, I will also start now working on a manual, so that you are not getting lost with each new version wink

I decided that these are the remaining features for v0.6 (maybe begin of July), everything else (see one of my posts above) will come later, for v0.7.

Best regards,
-Christian

P.S: Can anyone please give me a clue how to make a CHM manual like the Gamestudio-manual with the exact same design?

Last edited by HeelX; 06/12/11 23:08.
Re: SSAO development thread [Re: HeelX] #373818
06/13/11 11:17
06/13/11 11:17
Joined: Jul 2008
Posts: 894
T
TechMuc Offline
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Joined: Jul 2008
Posts: 894
Use this css: http://www.conitec.net/beta/css.css .. For the rest just have a look at the source of the manual html files.

Re: SSAO development thread [Re: TechMuc] #373849
06/13/11 16:56
06/13/11 16:56
Joined: Dec 2006
Posts: 1,086
Queensland - Australia
Nidhogg Offline
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Nidhogg  Offline
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Posts: 1,086
Queensland - Australia
Just keeps better and better, Terriffic shader program HeelX


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