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Re: What are you working on?
[Re: HeelX]
#450997
04/26/15 19:37
04/26/15 19:37
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Joined: May 2009
Posts: 5,370 Caucasus
3run
Senior Expert
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Senior Expert
Joined: May 2009
Posts: 5,370
Caucasus
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Two quotes to show, why I thought that it's pretty slow: Also lightfrog is deadly imperformant as it uses simple shadow mapping with 6 views per shadow map (image your game takes about 6 times additional render time PER light)
It is slow and it does use 6 views for shadowmapped pointlights but even the newest engines use this approach because it's simple, fast (through clever culling and similar stuff), easy to blur, etc.
With an engine like acknex, however, performance is pretty bad due to the slow-as-fuck rendering and rather small freedom for optimizations.
If you think 6 views are too much you could use dual paraboloid shadow mapping (2 sm. views) but this results in badly distributed pixel density and higher performance cost because of culling reasons. I never worked with 'lightfrog' so unfortunately I can't say anything from my own experience. I only run the demo and really loved how it looks like, it reminded me of indoor scenes from STALKER and METRO 2033. Best regards
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Re: What are you working on?
[Re: Superku]
#451030
04/27/15 15:17
04/27/15 15:17
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Joined: May 2005
Posts: 2,713 Lübeck
Slin
Expert
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Expert
Joined: May 2005
Posts: 2,713
Lübeck
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Well, rerendering the scene is quite costly, especially in terms of CPU overhead in Gamestudio, but even then the cost is usually worth it if it adds nice shadows. And just rendering the depth is a lot faster than calculating complex shading for each fragment. From my experience VSM suffers a lot from light bleeding and there is no good solution for it, except using exponential shadow mapping which mostly fixes that issue, but only when using two 32bit floating point channels, which from my experience is still quite costly on laptop GPUs and often slower than a small filter kernel for percentage closer filtering, even without hardware filtering (with vendor specific extensions or newer DirectX versions it is possible to get 2*2 percentage closer filtering with bilinear blending for the performance of a hard shadow). Also the possibility to use a slope scaled depth bias without having to implement it in your own shaders is quite an advantage of single depth texture based approaches. Okay, I am not sure what I wanted to say Other than that it depends a lot on the hardware how good things work and that DirectX 9 sucks .
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Re: What are you working on?
[Re: alibaba]
#451250
04/30/15 19:34
04/30/15 19:34
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Joined: Jun 2007
Posts: 1,337 Hiporope and its pain
txesmi
Serious User
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Serious User
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
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Hi! I am discovering a talent I did not own. The age xP click to enlarge 3dgs shots, backed object space 1024x1024px normalmap and lights transformed to object space on the CPU.
Last edited by txesmi; 04/30/15 19:43.
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Re: What are you working on?
[Re: Hummel]
#451309
05/01/15 23:02
05/01/15 23:02
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Malice
Unregistered
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Malice
Unregistered
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