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Re: Bloom (free source)
[Re: Bright]
#91032
09/22/06 03:22
09/22/06 03:22
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Joined: Mar 2001
Posts: 3,298 Beverly, Massachusetts
Rhuarc
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Yeah... the FPS bombs, I just made it mostly for the fun of it, not too much effort spent on optimizing it. It's pretty raw. (EDIT: I'm surprised... this thread is just asking for Matt to jump in and tell everyone it sucks and that they should buy sphere  )
Last edited by Rhuarc; 09/22/06 03:27.
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Re: Bloom (free source)
[Re: TheExpert]
#91035
09/22/06 18:07
09/22/06 18:07
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Joined: Mar 2001
Posts: 3,298 Beverly, Massachusetts
Rhuarc
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Quote:
Yes Bloom if not optimised can kills FPS on some engines. Some blooms do not require pixel shaders like in Blitz3D (DX7 engine) demos. I think you could have a faster bloom if you would use BLitz3D trick.
You're right, there are a lot of great tricks to get bloom without pixelshaders... A6 just isn't well set up to do a lot of them without additional render code in a DLL.... 
And this is why I'm writing my own renderer now .
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Re: Bloom (free source)
[Re: Stansmedia]
#91037
09/22/06 19:21
09/22/06 19:21
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Joined: Mar 2001
Posts: 3,298 Beverly, Massachusetts
Rhuarc
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Quote:
For A6? Meaning we get more fancy shmancy effects?? Btw I like the bloom, but its a little hard to get the effect to blossom more.
No, Ben (Wizrealms) and I are developing a new engine, called CRUTCH3D. Pretty early in development yet.
I tinkered some with it in the WACAI "dust" style demo, and added a tinting ability to it to make it so it can be tinted red when you get injured, it looks bloody awesome (literally ). Reminds me some of the hit effect in Call of Duty 2. The demo still runs at 60fps on my system too.
Might post a demo and screens sometime.
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Re: Bloom (free source)
[Re: Ambassador]
#91039
09/22/06 21:54
09/22/06 21:54
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Joined: Mar 2001
Posts: 3,298 Beverly, Massachusetts
Rhuarc
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Quote:
Humm ya using box blur for bloom or gaussian blur? Your blur look pretty different compared to our blur. (check the Rabbit Engine thread at Tools forum) When we use bloom in our engine the fps goes down almost by half. Our bloom is pretty simple: Render to texture (with FBO) Down sample 1/4 of the screen Horizonal blur pass Vertical blur pass Combine
Creates pretty nice and strong bloom... Though box blur aint the best for bloom...
This uses a variant of a Poisson blur, with some number tweaking. It definitely doesn't cut the framerate in half. 4 pass shader with 8 samples each, two passes for horizontal and two for vertical. The render to texture is done to a full-screen sized quad, A6 has some serious issues with square textures for RTT since a 6.31. I'd normally use a 256x256 or 512x512 texture. This bloom here has nothing to do with our engine. Our engine is still in the structural phase, so we aren't even rendering anything yet. Lots of work goes into designing an efficient and well designed framework. And I work a fulltime job in game design, so I definitely don't have the most time in the world.
-Rhuarc
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Re: Bloom (free source)
[Re: Rhuarc]
#91040
09/23/06 11:36
09/23/06 11:36
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Joined: Jul 2004
Posts: 1,924 Finland
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@Rhuarc Okay  . Humm the reason for the big fps cut in our bloom is probably because the scene is very simple so even the littlest additions affect the fps pretty much. If it would be bigger, then the fps would be more stable I guess. But good luck on your engine  .
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Re: Bloom (free source)
[Re: Ambassador]
#91041
09/24/06 05:10
09/24/06 05:10
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Joined: Mar 2001
Posts: 3,298 Beverly, Massachusetts
Rhuarc
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Quote:
@Rhuarc Okay . Humm the reason for the big fps cut in our bloom is probably because the scene is very simple so even the littlest additions affect the fps pretty much. If it would be bigger, then the fps would be more stable I guess. But good luck on your engine .
Yeah. that will do it .
It helps to use a per-poly/textel framerate calculation in your framerate "performance" factoring to figure what your actual performance hit is. Usually more work than it's worth though . It does make for an "ok" benchmark though.
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