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Re: Parallel Split Soft Shadows [Re: HeelX] #288505
09/06/09 21:44
09/06/09 21:44
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline OP
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Slin  Offline OP
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Lübeck
That is very strange, as everything works fine for me and also for others ´ve sent it to through an IM...
The blur isn´t there at the moment, as I am not very happy with it and want to rework it.

Re: Parallel Split Soft Shadows [Re: Slin] #288519
09/07/09 00:16
09/07/09 00:16
Joined: Aug 2003
Posts: 7,439
Red Dwarf
Michael_Schwarz Offline
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Michael_Schwarz  Offline
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when I set a higher resolution, the shadows "Move" when I change the camera tilt


"Sometimes JCL reminds me of Notch, but more competent" ~ Kiyaku
Re: Parallel Split Soft Shadows [Re: Michael_Schwarz] #288550
09/07/09 10:34
09/07/09 10:34
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
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Germanunkol  Offline
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Earth
Works well here. small artifacts (especially on the tree trunks, it seems), but nothing horrible. It's interesting how the sprites seem to throw shadows onto other sprites...?
so why is the blur disabled? How do i reactivate it? I'd like to see it without those artifacts :=


~"I never let school interfere with my education"~
-Mark Twain
Re: Parallel Split Soft Shadows [Re: Germanunkol] #289129
09/10/09 17:09
09/10/09 17:09
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline OP
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Slin  Offline OP
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Re: Parallel Split Soft Shadows [Re: Slin] #289144
09/10/09 18:53
09/10/09 18:53
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Lübeck
Slin Offline OP
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It would be great if someone with a quite modern ATI graphics card could give me some feedback on the already posted published version (www.slindev.com/files/projects/SunShadowsV1.7z), as I currently can´t find anyone with a real AMD/ATI card...

Re: Parallel Split Soft Shadows [Re: Slin] #289146
09/10/09 19:30
09/10/09 19:30
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Bielefeld, Germany
I've got the Ati X300, and there are no satisfying news from that card! frown
I don't want to frustrate you.

Edit:
It has no Shader 3.0

Last edited by Pappenheimer; 09/10/09 19:31.
Re: Parallel Split Soft Shadows [Re: Pappenheimer] #289153
09/10/09 21:02
09/10/09 21:02
Joined: Apr 2009
Posts: 4
Germany
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_Core_ Offline
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Hey Slin works quite well here on my ATI HD4870 X2 with 75 FPS! no Bugs or anything bad atm great Job wink

grz

Core

Re: Parallel Split Soft Shadows [Re: _Core_] #289154
09/10/09 21:09
09/10/09 21:09
Joined: Sep 2008
Posts: 68
T
Tai Offline
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Tai  Offline
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T

Joined: Sep 2008
Posts: 68
4870X2 at 75FPS????

At what resolution? Those cards should eat anything gamestudio throws at them!

Last edited by Tai; 09/10/09 21:09.
Re: Parallel Split Soft Shadows [Re: _Core_] #289155
09/10/09 21:10
09/10/09 21:10
Joined: May 2005
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Lübeck
Slin Offline OP
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Thanks _Core_, that is all I wanted to know for now laugh

And yes, shadermodel 3.0 is needed for those shadows. But you anyways wouldn´t get an acceptable performence with an graphics card without shadermodel 3.0 support.

Edit: Tai, those are shadows. highquality shadowmapping is just VERY demanding for hardware. In any modern game, you will notice a big fps difference between enabled and disabled shadows. That has nothing to do with gamestudio (at least not that much).

Re: Parallel Split Soft Shadows [Re: Slin] #289158
09/10/09 21:44
09/10/09 21:44
Joined: Sep 2008
Posts: 68
T
Tai Offline
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Posts: 68
Originally Posted By: Slin
Thanks _Core_, that is all I wanted to know for now laugh

And yes, shadermodel 3.0 is needed for those shadows. But you anyways wouldn´t get an acceptable performence with an graphics card without shadermodel 3.0 support.

Edit: Tai, those are shadows. highquality shadowmapping is just VERY demanding for hardware. In any modern game, you will notice a big fps difference between enabled and disabled shadows. That has nothing to do with gamestudio (at least not that much).


So dynamic shadowmapping has that big of an FPS hit? Ouch!

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