EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#3661 Posted 07 May 2013 - 02:43 PM
I´m amazed. This is, with TROR, the most important thing added to Eduke32 in years. I can´t believe how well dynamic lights seem to blend with the shadetable shading. I tried to disable them with r_pr_lighting 0 but for some reason it didnt work.
Do you mind Plagman if I start to stalk you with reports and requests for the remainging issues distancing polymer to be the best renderer ever?
So far I´d love it to have a performance boost, voxel support, correct sprite clipping and increased draw distance. I know that´s not as easy as saying but if I fill your pm and email boxes ten times per day, you could have it done in a relatively short time.
#3662 Posted 07 May 2013 - 03:21 PM
However from what I can see with the polymer lights, well they don't actually light anything. Sure if it's bright enough you can see the colours, but when it's pitch black the polymer lights don't make it brighter at all. Will this be fixed at some point?
Edit: Btw I'm impressed with how smooth it is. It seems where in classic the colours change suddenly in straight lines, here in polymer the colours fade in. Would still be interested to see what spherical shading would look like as opposed to radial.
This post has been edited by Micky C: 07 May 2013 - 05:04 PM
#3663 Posted 07 May 2013 - 03:25 PM
Gambini, on 07 May 2013 - 02:43 PM, said:
I´m amazed. This is, with TROR, the most important thing added to Eduke32 in years. I can´t believe how well dynamic lights seem to blend with the shadetable shading. I tried to disable them with r_pr_lighting 0 but for some reason it didnt work.
Do you mind Plagman if I start to stalk you with reports and requests for the remainging issues distancing polymer to be the best renderer ever?
So far I´d love it to have a performance boost, voxel support, correct sprite clipping and increased draw distance. I know that´s not as easy as saying but if I fill your pm and email boxes ten times per day, you could have it done in a relatively short time.
http://wiki.eduke32....er_Deficiencies
#3664 Posted 07 May 2013 - 06:59 PM
#3665 Posted 07 May 2013 - 07:14 PM
#3666 Posted 07 May 2013 - 08:08 PM
Software Old polymer: New polymer:
All the textures with shade >30 turns pitch black: http://i.imgur.com/0WypGzq.png
Attached File(s)
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bl_pal.zip (47.37K)
Number of downloads: 455
This post has been edited by fgsfds: 07 May 2013 - 08:58 PM
#3667 Posted 07 May 2013 - 08:42 PM
#3668 Posted 07 May 2013 - 08:44 PM
Diaz, on 07 May 2013 - 11:38 AM, said:
Yeah, the code is there, but to achieve the effect you need to put a specular map on a mirror, which I think isn't possible right now because Duke3D removes the mirror tile. If there was a way to define mirrors through CON you could.
#3669 Posted 07 May 2013 - 10:22 PM
- Fixed interaction problem with lights where dark shades could not be lit
- Switched to spherical falloff; I don't think it's too shocking in comparison to classic after all, but if someone can make a compelling case maybe I'll add a toggle
- Generalized the algorithm to accept any amount of shades, which should fix issues with the BLOOD palette.
Spherical shading is actually more straightforward and saves some computation, so on top of looking more correct it's faster.
#3671 Posted 07 May 2013 - 10:54 PM
#3672 Posted 07 May 2013 - 10:59 PM
Micky C, on 07 May 2013 - 03:21 PM, said:
That should be fixed now.
Micky C, on 07 May 2013 - 03:21 PM, said:
Yes, I specifically added code to interpolate between different shades over the distance rather than having strict thresholds like classic, which would be less expensive. It looks better that way, and I bet classic would have looked that way if it hadn't been prohibitively expensive to do that kind of computation in software.
#3673 Posted 07 May 2013 - 11:12 PM
Revisions are coming out like hot cakes and I can barely test them as fast as they come out! Exciting! =) I'll try the last release to see what happens with the draw distance. *** UPDATE *** Yeah i didn't see any corrections pertaining to what I am talking about.
I would like to point out there is a pretty big discrepancy between EDUKE Polymer shading and EDuke HRP shading. HRP shows the wall tiles not as dark and it seems to handle the shading better from a distance unlike just regular Polymer without HRP. Hopefully I am explaining myself properly.
Something else I just noticed. r_pr_lighting seems to turn on okay from the console in game if it is disabled. But once it's turned on, the disable "r_pr_lighting 0" doesn't take effect until you quit and reload the current map. Not sure if this is the intended behavior?
This post has been edited by Paul B: 08 May 2013 - 08:39 AM
#3674 Posted 08 May 2013 - 12:10 AM
I have a very minor request about the minitext command, would it be possible to add an orientation command to it? I can't configure it to widescreen settings to it looks off in all of the HUDs when in widescreen mode.
#3675 Posted 08 May 2013 - 12:37 AM
#3676 Posted 08 May 2013 - 01:03 AM
Diaz, on 08 May 2013 - 12:37 AM, said:
Uhm, no? I have an integrated graphics card on a laptop so there's no way I'd ever get better framerates than in classic mode.
#3677 Posted 08 May 2013 - 01:14 AM
Diaz, on 08 May 2013 - 12:37 AM, said:
When it's optimised, sure, but at the moment, noooooo wwwwaaaaaaaaayyyyyyyy.
Try firing up parkade.map or any large moderately detailed user maps, disable lights, and be amazed at the difference. Parkade is almost unplayable even without lights, and that's using the original 8-bit art, not the HRP.
#3678 Posted 08 May 2013 - 01:26 AM
Polymost is faster than software on both computers, though.
This post has been edited by Diaz: 08 May 2013 - 01:28 AM
#3679 Posted 08 May 2013 - 01:36 AM
This post has been edited by fgsfds: 08 May 2013 - 10:41 AM
#3680 Posted 08 May 2013 - 02:11 AM
#3681 Posted 08 May 2013 - 03:33 AM
#3682 Posted 08 May 2013 - 03:42 AM
http://www.moddb.com...able-comparison
I think made this way it is easier to compare, as you can have all the 3 at once on screen
#3683 Posted 08 May 2013 - 04:16 AM
#3684 Posted 08 May 2013 - 04:33 AM
Micky C, on 08 May 2013 - 02:11 AM, said:
Sure, reprogram the weapons and don't call "flash".
#3685 Posted 08 May 2013 - 04:43 AM
Micky C, on 08 May 2013 - 04:16 AM, said:
Probably, some blood engine feature. This is how the same texture with shade 0 and 33 looks in eduke and blood. In eduke, it's still yellow when in blood all the yellow is gone.
#3686 Posted 08 May 2013 - 06:03 AM
Micky C, on 08 May 2013 - 02:11 AM, said:
Even when not firing a weapon in Polymer, the textures further away look like they're being lit by a candle until you get close. The closer you get the darker the textures become. I'd say the lighting aspect still needs some work when using the Polymer renderer.
Well I tried classic mode on my laptop and the shading looks good. However in Classic mode I noticed that Duke doesn't see his reflection in the mirror. He is a ghost.
This post has been edited by Paul B: 08 May 2013 - 08:41 AM
#3687 Posted 08 May 2013 - 07:05 AM
#3688 Posted 08 May 2013 - 10:40 AM
This post has been edited by NightFright: 08 May 2013 - 11:23 AM
#3689 Posted 08 May 2013 - 11:49 AM
fgsfds: the issue you're talking about is the "doesn't save known good geometry" in the Polymer bugs wiki page. I'll get to it eventually, but it's definitely not first on my list.
#3690 Posted 08 May 2013 - 04:14 PM
Quote
What was the problem with the first implemented vis method? I thought it worked great. You can look up in software and even if you dont do so, tall buildings being seen from certain distance are going to look different. I´m gonna do some visual tests but so far I don´t understand why changing it if it was working great.