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Polymer Contrast Adaptive Sharpening

#31

View PostTrooper Dan, on 05 October 2019 - 02:52 PM, said:

Looking at ICD's screens fro idTech 4, the biggest improvement seems to be that far away textures still look detailed:

Vanilla Duke 3D doesn't provide very good cases for this? Maybe in a map with a large viewing range that had some of the higher-res textures on distant objects.

Exactly right, which is partially stunned that some people say the effect is "too drastic" on the legacy textures, there are some places I turn it on and off and I don't see much of a delta at all, but the areas that I have seen so far it seems to work, I'll try with the HRP assets and see what the gains are.
0

User is offline   TON 

#32

Some comparisons:

Spoiler


This post has been edited by TON: 06 October 2019 - 12:19 PM

1

User is offline   oasiz 

  • Dr. Effector

#33

View Posticecoldduke, on 06 October 2019 - 12:35 AM, said:

Exactly right, which is partially stunned that some people say the effect is "too drastic" on the legacy textures, there are some places I turn it on and off and I don't see much of a delta at all, but the areas that I have seen so far it seems to work, I'll try with the HRP assets and see what the gains are.

Based on that (prey?) example on the previous page, I stand by what I said :P
But it's clear that this is a look that's not for me and that's ok. I might have trained my eye too much to spot this specific look that to me it just always ends up looking undesirable.
I guess it's like how one can complain about music compression/normalizing.
0

User is offline   Tea Monster 

  • Polymancer

#34

This is a good idea in principle, but I think it looks too sharpened to the point where it's starting to break up a bit. Is there an effect slider somewhere you can choose how much sharpening goes on?

I personally think that the demo you showed off with the GTX AI upscalling was a better effect overall. Is there any chance of extracting the upscale textures and releasing them as a pack for those who don't have a funky new graphics card?
0

#35

I'll just echo what others say. In the Prey screenshot I like it. With original Duke assets, not so much. Maybe it would be better with HRP assets.

Personally I keep seeing @Mickey C's signature and thinking I want the same things.

Polymer wishlist: Global illumination, SSAO, Bloom, reflective surfaces, adjustable specular (wetness), volumetric lighting.

I'd add Parallax Mapping.
0

User is offline   Mark 

  • Honored Donor

#36

Eduke32 already has Parallax Mapping. However, it works only on wall, floor, ceiling textures but not models IIRC. I've messed around with it a bit. The terminology gets muddled but basically the height or displacement info gets put into the Alpha channel of the normal map.

Attached thumbnail(s)

  • Attached Image: pmapping.jpg


This post has been edited by Mark: 07 October 2019 - 04:34 PM

2

User is offline   Hendricks266 

  • Weaponized Autism

  #37

When applied to ART tiles, all this effect does is make everything look sandy. There is no benefit in this case.

It makes more sense for high resolution assets. I like the idTech 4 example. As far as source ports of pre-highres games go, it should be used as a content creator's conscious choice for the aesthetic style they are trying to present, and not intended as an across-the-board improvement for use in all cases.
2

#38

View PostHendricks266, on 07 October 2019 - 04:19 PM, said:

When applied to ART tiles, all this effect does is make everything look sandy. There is no benefit in this case.

It makes more sense for high resolution assets. I like the idTech 4 example. As far as source ports of pre-highres games go, it should be used as a content creator's conscious choice for the aesthetic style they are trying to present, and not intended as an across-the-board improvement for use in all cases.

Completely agree, I still need to see how CaS looks with the HRP assets, I think the original tiles are just too low res.

This post has been edited by icecoldduke: 08 October 2019 - 03:44 AM

0

User is offline   Mblackwell 

  • Evil Overlord

#39

You'd get a better result with simple nearest scaling and anisotropic filtering when it comes to the low res assets.
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