Gamestudio Links
Zorro Links
Newest Posts
Blobsculptor tools and objects download here
by NeoDumont. 03/28/24 03:01
Issue with Multi-Core WFO Training
by aliswee. 03/24/24 20:20
Why Zorro supports up to 72 cores?
by Edgar_Herrera. 03/23/24 21:41
Zorro Trader GPT
by TipmyPip. 03/06/24 09:27
VSCode instead of SED
by 3run. 03/01/24 19:06
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
5 registered members (TipmyPip, AndrewAMD, Quad, aliswee, degenerate_762), 970 guests, and 4 spiders.
Key: Admin, Global Mod, Mod
Newest Members
sakolin, rajesh7827, juergen_wue, NITRO_FOREVER, jack0roses
19043 Registered Users
Previous Thread
Next Thread
Print Thread
Rating: 5
Page 431 of 554 1 2 429 430 431 432 433 553 554
Re: What are you working on? [Re: HeelX] #450997
04/26/15 19:37
04/26/15 19:37
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
Senior Expert
3run  Offline
Senior Expert

Joined: May 2009
Posts: 5,370
Caucasus
Two quotes to show, why I thought that it's pretty slow:
Originally Posted By: MasterQ32
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)
Originally Posted By: Kartoffel
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


Looking for free stuff?? Take a look here: http://badcom.at.ua
Support me on: https://boosty.to/3rung
Re: What are you working on? [Re: 3run] #450998
04/26/15 19:49
04/26/15 19:49
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
Senior Expert
HeelX  Offline
Senior Expert
H

Joined: Jul 2001
Posts: 6,904
To get something straight: re-rendering the scene is not as costly as you might imagine.

In my oppinion classic cubemap-shadowmapping is the simplest way to perform point-light mapping with lowest degree of shadow aliasing - this is similar to Kartoffels statement. Hummels blur implementation also works very well, so it is a good compromise between simplicity, quality and performance.

Best thing I ever saw for Gamestudio - use it!

What I dislike is the framework/integration friendliness, however, I will fix that for myself.

Re: What are you working on? [Re: HeelX] #451008
04/27/15 02:01
04/27/15 02:01
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Interested to see how that will work out in your game, I like it.


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: What are you working on? [Re: Superku] #451030
04/27/15 15:17
04/27/15 15:17
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
Expert
Slin  Offline
Expert

Joined: May 2005
Posts: 2,713
Lübeck
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 tongue
Other than that it depends a lot on the hardware how good things work and that DirectX 9 sucks laugh.

Re: What are you working on? [Re: Slin] #451035
04/27/15 16:11
04/27/15 16:11
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
Serious User
txesmi  Offline
Serious User

Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
I used to back the static objects depth and only render the dynamic objects for points lights on the run. A double depthcubemap check inside the shader speeds up the thing a lot.

Re: What are you working on? [Re: txesmi] #451036
04/27/15 16:16
04/27/15 16:16
Joined: May 2008
Posts: 2,113
NRW/Germany
alibaba Offline
Expert
alibaba  Offline
Expert

Joined: May 2008
Posts: 2,113
NRW/Germany
Still working on Sky Titans, here is a little old gameplay (german):
https://www.youtube.com/watch?v=6rQzO8dkNc8


Professional Edition
A8.47.1
--------------------
http://www.yueklet.de
Re: What are you working on? [Re: alibaba] #451250
04/30/15 19:34
04/30/15 19:34
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
Serious User
txesmi  Offline
Serious User

Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
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.
Re: What are you working on? [Re: txesmi] #451257
04/30/15 23:58
04/30/15 23:58
Joined: Apr 2005
Posts: 1,988
Canadian, Eh
DLively Offline
Serious User
DLively  Offline
Serious User

Joined: Apr 2005
Posts: 1,988
Canadian, Eh
Superb! laugh


A8 Pro 8.45.4
YouTube: Create Games For Free
Free Resources: www.CGForFree.com
Re: What are you working on? [Re: DLively] #451304
05/01/15 20:53
05/01/15 20:53
Joined: Mar 2006
Posts: 2,252
Hummel Offline
Expert
Hummel  Offline
Expert

Joined: Mar 2006
Posts: 2,252
Lightfrog allocates shadowmaps for every single light source; they are not shared, which is a huge waste. I wish I could stop people using it. It was only meant to win me a free pro upgrade/date (not really but that's what I keep telling myself to not feel too bad about that mess).

Re: What are you working on? [Re: Hummel] #451309
05/01/15 23:02
05/01/15 23:02

M
Malice
Unregistered
Malice
Unregistered
M



^ -Alternatives ?

Page 431 of 554 1 2 429 430 431 432 433 553 554

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1