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Re: What are you working on? [Re: Uhrwerk] #418787
03/01/13 16:19
03/01/13 16:19
Joined: Feb 2012
Posts: 371
Dico Offline
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Dico  Offline
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Posts: 371
Originally Posted By: Uhrwerk
How is a video converter able to make movement and gameplay smooth?

You did get that this was a compliment, didn't you?


heh yes , i thought that you meant the game more blurring. laugh

Re: What are you working on? [Re: Uhrwerk] #418788
03/01/13 16:25
03/01/13 16:25
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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ratchet  Offline OP
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Very smooth, would need buildings and trees on side roads to make a real racing game.

Re: What are you working on? [Re: ratchet] #418791
03/01/13 17:02
03/01/13 17:02
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Kiel (Germany)
@Dico: It looks nice, especially the movement of the car, but sadly I have to say you destroy (!) every project of yours visually by an insane amount of bloom or blur, particularly your older projects.


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Re: What are you working on? [Re: Superku] #418796
03/01/13 18:33
03/01/13 18:33
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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Bavaria, Germany
I have to agree with Superku, the bloom overbrightens the image a lot.
It's caused by the blending mode of the bloom (additive-blending).
When using bloom you have to adjust it carefully to not mess up the final image.

...and if you have some experience with shaders I suggest you to stay as far away from additive-blending as possible
because there's nothing which creates more overexposure than this blending technique due to the limited color-range
which can be displayed.


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Re: What are you working on? [Re: Kartoffel] #418797
03/01/13 18:50
03/01/13 18:50
Joined: Feb 2012
Posts: 371
Dico Offline
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Dico  Offline
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Posts: 371
Originally Posted By: ratchet
Very smooth, would need buildings and trees on side roads to make a real racing game.


Originally Posted By: Superku
@Dico: It looks nice, especially the movement of the car, but sadly I have to say you destroy (!) every project of yours visually by an insane amount of bloom or blur, particularly your older projects.


Originally Posted By: Kartoffel
I have to agree with Superku, the bloom overbrightens the image a lot.
It's caused by the blending mode of the bloom (additive-blending).
When using bloom you have to adjust it carefully to not mess up the final image.

...and if you have some experience with shaders I suggest you to stay as far away from additive-blending as possible
because there's nothing which creates more overexposure than this blending technique due to the limited color-range
which can be displayed.


thanks , i will try to make gameplay more clear

Re: What are you working on? [Re: Dico] #418801
03/01/13 19:31
03/01/13 19:31
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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Quote:
thanks , i will try to make gameplay more clear
I wasn't talking about the gameplay, I was talking about the grapics. (the bloom shader)

What I and Superku meant was that the bloom creates too much overexposure.
As soon as something gets brighter than the maximum it results in a clipped and bad-looking color.

Here's a little example:
Left = overexposure, colors aren't accurate anymore. Right = colors are limited smoothly.

( I hope the effect is visible good enough grin )

Last edited by Kartoffel; 03/01/13 19:34.

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Re: What are you working on? [Re: Kartoffel] #418804
03/01/13 19:50
03/01/13 19:50
Joined: Feb 2012
Posts: 371
Dico Offline
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Dico  Offline
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Joined: Feb 2012
Posts: 371
Originally Posted By: Kartoffel
Quote:
thanks , i will try to make gameplay more clear
I wasn't talking about the gameplay, I was talking about the grapics. (the bloom shader)

What I and Superku meant was that the bloom creates too much overexposure.
As soon as something gets brighter than the maximum it results in a clipped and bad-looking color.

Here's a little example:
Left = overexposure, colors aren't accurate anymore. Right = colors are limited smoothly.

( I hope the effect is visible good enough grin )


yes i understand that , i mean by gameplay more clear , that i mean shaders on screen , i will to make it more clearly laugh

thanks Kartoffel

Re: What are you working on? [Re: Dico] #418878
03/02/13 17:35
03/02/13 17:35
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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Posts: 2,210
Bavaria, Germany
got deferred rendering working, yay laugh

While I had huge fps problems when using more than 100 lights and also incorrect lighting
with my old workaround-method I'm now able to use a couple of lights more:


( 1000 lights laugh )


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Re: What are you working on? [Re: Kartoffel] #418883
03/02/13 18:48
03/02/13 18:48
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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ratchet  Offline OP
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Can this work with official shaders ?
Will the shader only take account of the nearest light ?

Re: What are you working on? [Re: ratchet] #418884
03/02/13 19:02
03/02/13 19:02
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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Posts: 2,210
Bavaria, Germany
It's a whole shading pipeline and no it doesn't work with official shaders unless you have enough experience to
implement it, but then I suggest you to write your own, better shaders instead of using the "official" ones.
Besides that it doesn't work like "normal" lighting calculations and there are no "near lights" because that's
a part of the light-management system of direct-x 9 which I'm not using here because it's extremely old and
you simply don't need a 8 lights per entity limit for today's games and hardware.
What I'm using is much more flexible. There is no lights per entity limit and there's also no global light limit.

Last edited by Kartoffel; 03/02/13 19:05.

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