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SSAO v0.6 for A7 & A8
#330073
06/25/10 15:08
06/25/10 15:08
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Joined: Jul 2001
Posts: 6,904
OP
Senior Expert
SSAO v0.6 for A7 & A8
SSAO v0.6 for A7 & A8This is the 0.6 release of SSAO for Gamestudio A7 & A8!It has been in development for about 1,5yrs now. After working on the new version for nine months, it has improved in many areas: it is ~21% faster than it's predecessor, it introduces a CHM manual, and automatic GPU-bone support, and a new demo (gpu animated characters with SSAO, DOF and PSSM shadows), and support for decals, and user events, and functionality for attached post-processing chains that want to re-use the depth- and normalmap, which is generated by SSAO, even if SSAO is disabled. Core features- Compatible to A7.86.6 & A8.30.3, shader model 3 required
- Easy integration into any existing renderchain
- Supports fog and particles; static meshes; solid-, alphatesting and softalpha entities; decals (new); animated sprites
- Automatic GPU bone support (A8 pro only) (new)
- Works with (blurred) stencil shadows and PSSM shadows
- Can sample depth- and normal map, even if SSAO is disabled (new)
- Lots of showcase demos included + source
- CHM manual (new)
- Free to use in any project (MIT license)
Download (2011-10-10)SSAO v0.6 source + demos ~44MBDonationIf you like this software, if you find it useful or if you use it in a project (that maybe goes commercial), - and you would like to help me to find the time to work and improve this, please consider a donation via PayPal Behind the scenesThe main targets for the current release were driven by structural- and performance related changes. While introducing GPU bones, I noticed that the amount of surface shaders exploded. I was also sick of having doubled code in all shader, so I wrote a unified shader which is being compiled during startup several times in different flavors for the support of all surface types and cpu- and gpu-animation support. I also pass compiler #defines to the shaders, which caused a huge boost on the performance in general, and, depending on what you dis- or enable, you get lots of extra frames. I also made the encoding scheme for the upscaling stage based on a texture lookup, which gave me also a instant boost. Plus, I made the sky pixel rejection right now, so, the performance is now also dependent on the amount of sky you have, so, SSAO will now run in space- or racing games, where the sky makes 50% of the screen two or more times faster! Another big win is the newly introduced manual. Forecast & Call for projects The upcoming features are now listed in the manual! The list is quiet huge and if you need some of them in a hurry, don't hesitate to contact me! It would be really cool to be in touch with developers, who actually use it, because they give me almost all the time hints how to improve it. Kudos The GPU-bone support was mainly targetted to be used for the zombie hordes in Call of Death, thanks to Zapan who actually came up with that feature request. The release takes also advantage of some custom engine features added by JCL, thank you very much for that! I also want to thank Slin, JustSid, Superku, Firoball, PadMalcolm, Jane, Kitsu and ChrisB for their assistance to make this possible! Also thanks to the whole community, I love you A8 ftw! Have fun and best regards, -Christian P.S: don't forget to post bugs and comments and in the case that you don't like it, tell me why!
Last edited by HeelX; 10/09/11 19:28.
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Re: SSAO for A7 & A8 v0.51
[Re: Ericmor]
#354147
01/16/11 04:26
01/16/11 04:26
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Joined: Sep 2003
Posts: 6,861 Kiel (Germany)
Superku
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
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Nice, I'm about to buy the GTX 460. but it dropped to 60 frames when full screen That's a limit of your monitor refresh rate.
"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
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Re: SSAO for A7 & A8 v0.51
[Re: Benni003]
#364095
03/16/11 14:39
03/16/11 14:39
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Joined: Jul 2001
Posts: 6,904
HeelX
OP
Senior Expert
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OP
Senior Expert
Joined: Jul 2001
Posts: 6,904
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Hi, I want to use this SSAO in my Project. I've set the camera isometric flag in my project to on. Now the SSAO is not correct working. Please can anyone tell me what I have to change in the SSAO code to make it with Isometric camera working? Ah, I didn't covered isometric views. I'll put it on my list and will be adressed in the next update. In the meanwhile, just set the ISOMETRIC flag for your camera view, the deferred view and the particle view manually. That should work!
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Re: SSAO for A7 & A8 v0.51
[Re: HeelX]
#364120
03/16/11 16:53
03/16/11 16:53
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Joined: Aug 2008
Posts: 394 Germany
Benni003
Senior Member
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Senior Member
Joined: Aug 2008
Posts: 394
Germany
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Hi, I want to use this SSAO in my Project. I've set the camera isometric flag in my project to on. Now the SSAO is not correct working. Please can anyone tell me what I have to change in the SSAO code to make it with Isometric camera working? Ah, I didn't covered isometric views. I'll put it on my list and will be adressed in the next update. In the meanwhile, just set the ISOMETRIC flag for your camera view, the deferred view and the particle view manually. That should work! It's not correct working if I set the views to Isometric. The Models are just complete more dark, It doesn't look like SSAO. Hey and Happy birthday:)
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SSAO v0.6 for A7 & A8 (NEW)
[Re: Benni003]
#364241
03/16/11 23:33
03/16/11 23:33
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Joined: Jul 2001
Posts: 6,904
HeelX
OP
Senior Expert
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OP
Senior Expert
Joined: Jul 2001
Posts: 6,904
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It's not correct working if I set the views to Isometric. The Models are just complete more dark, It doesn't look like SSAO. Nah... okay, that didn't work, too bad please be patient until it will be fixed, develop your game then without SSAO
Last edited by HeelX; 10/09/11 19:33.
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Re: SSAO v0.6 for A7 & A8 (NEW)
[Re: PadMalcom]
#384923
10/10/11 12:04
10/10/11 12:04
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Joined: Jul 2001
Posts: 6,904
HeelX
OP
Senior Expert
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OP
Senior Expert
Joined: Jul 2001
Posts: 6,904
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These are the changes from 0.52 to 0.6: - With SSAO_NO_SKY sky handling can be disabled, which saves some GPU cycles and RAM in interior scenes, where no sky is ever seen (like in the Animated Sprite Demo ).
- Sky pixels are discarded in all shaders, which gives a huge fps boost, if much sky is visible.
- Bugfix: Pixels surrounded by sky pixels were darkened, not highlighted.
- The particle view is created right just in time when the first particle is visible.
- A8 New demo: humanoid (GPU animated crowd + PSSM + DOF)
- New surface type: SSAO_TYPE_IGNORE (see graffiti decals in Testscene Demo)
- Surface shaders are unified in one shader file ao_pp_obj.fx
- All SSAO #define's are passed to each shader. This way, shader instructions are minimized and texture fetches are being reduced for better performance and in some cases a lower shader model!
- If an entity has the OVERLAY flag, it's surface will be automatically recognized as binary alpha surface.
- A8 Automatically supported GPU bone-animations. Must be explicitely activated by defining SSAP_GPU_BONES
- SSAO can be run either in standalone- or in source mode . The latter case is meant for integration into complex shader chains and recycling of pre-computed depth- and normalmaps.
- If softalpha mapping is activated, you can let SSAO calculate beside the depth- and normalmap (without the softalpha objects) counterpart maps with these objects being blended in with their correct depth/normal values, if defined. Combined with source mode, you can recycle these maps in connected postprocessing effects, like DOF without additional overhead; see humanoid demo.
- You can register external function callbacks, which are being fired in situations, when SSAO is switched on/off, toggled , or resolution has changed. This way, you can control the behaviour of your own shader chain more easily.
- 8888 RGBA -> 16 bit FP depth conversion has been temporarily abandoned and will be introduced in a later update again.
- Source gathering is splitted into two passes: 1.) depth and 2.) normals + alpha. Even though the scene is rendered twice now, rendertarget formats could have been optimized which leads to at least 19% less memory consumption and an overall higher framerate (e.g. because of 16- instead of 32bit FP RT).
- If a post-SSAO view is defined, a render target for the combine image will be automatically created, unless SSAO_NO_COMBINE_TARGET is defined.
- A manual is introduced.
Some other information are written in the project description above. This was copied from the manual. There you will find also the updated forecast.
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