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PolymerNG - Xbox One and Windows 10

User is offline   TerminX 

  • el fundador

  #781

I have a confession... I hate soft shadows. I love hard shadows like Doom 3 and FEAR had. Can we have those? They complement the sector and wall based shading that already exists very well.
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#782

 TerminX, on 17 June 2016 - 04:14 PM, said:

I have a confession... I hate soft shadows. I love hard shadows like Doom 3 and FEAR had. Can we have those? They complement the sector and wall based shading that already exists very well.

Absolutely. I was going to have both for performance reasons anyway, so the renderer could scale with lower end hardware. I'll hook up soft shadows to a cvar.

This post has been edited by icecoldduke: 17 June 2016 - 04:16 PM

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#783

Keep in mind without the soft edges you will see aliasing. Doom 3 used stencil shadows, which gave 1:1 screen to shadow res, which we dont have with shadow mapping. So I will support non soft shadows shaders but do expect aliasing, unless you want to crank up the shadow mapping resolution.
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User is offline   Micky C 

  • Honored Donor

#784

What do you mean by "sky lights" ?
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User is offline   TerminX 

  • el fundador

  #785

The shadow mapping res should be tied to a cvar just like it is in Polymer. :)
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User is online   Danukem 

  • Duke Plus Developer

#786

 Micky C, on 17 June 2016 - 05:12 PM, said:

What do you mean by "sky lights" ?


I was wondering about this too. If it's what I think it is, a light that comes from a general area instead of a single point, then it would be relevant to the soft/hard shadow discussion (shadows would be softened by a general or ambient light source that shines on the shadow).
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User is offline   Micky C 

  • Honored Donor

#787

Ah, so something like (or approaching) parallel light rays would be doable, along with softer shadows.

What are the chances of getting light that's uniformly cast from parallaxed skies to simulate sunlight? I imagine it'd be computationally intensive if it covers a large area, but could it be done in a way that the shadows are only updated for moving geometry or if sprites/models move or change in the range?

This post has been edited by Micky C: 17 June 2016 - 07:59 PM

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User is offline   Mark 

#788

I would still be thrilled to have that map wide directional "sun light" only cast the light on sector and model faces and not create any shadows. Shadows would just be the icing on the cake.
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#789

The sky light is just a parallel light. The parallel light will have shadows.

 TerminX, on 17 June 2016 - 05:17 PM, said:

The shadow mapping res should be tied to a cvar just like it is in Polymer. :)

I haven't finalized the final implementation of the shadow system yet, but at the very least the shadows will be double buffered(to eliminate render stalls). I'm not sure if Polymer also double buffered the shadow buffer, but just know that increasing the shadow map size will increase the vram footprint more then it would in Polymer. But yes the shadow map res will be tied to cvars, just watch your vram usage :P.

This post has been edited by icecoldduke: 18 June 2016 - 07:13 AM

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User is offline   Sanek 

#790

 icecoldduke, on 17 June 2016 - 01:10 PM, said:

I haven't even heard of it, if you send it my way I'll look at it later on. Right now I'm focused on e1l1.

Here
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#791

Video of the shadows.

Quote

EDuke32 PolymerNG - There is no light culling or light surface culling enabled at all. There are 10 always rendering point lights. Each light is rendering the entire level 6 times basically. So that is why things are only running at 70fps, once I get surface culling working and light culling working we should be running at 3-4milliseconds or around 300-400fps. I'm also experimenting with sprite lighting, that is why some of the sprites appear transparent.


I removed the video so people don't get confused, new video below.

This post has been edited by icecoldduke: 19 June 2016 - 07:55 PM

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User is offline   Mark 

#792

My pants feel a little tighter in the crotch area after viewing the vid. :)
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User is offline   Spiker 

#793

I stopped wearing pants since this project has started Posted Image
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User is offline   Mark 

#794

I think we both need to stop sharing so much info. :)
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#795

Vedy nice.
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#796

It seems like this video is too dark on some tvs and monitors. Ill rerecored this later with increased ambience

This post has been edited by icecoldduke: 19 June 2016 - 01:37 PM

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#797

I went in and lit the rest of E1L1 with shadow lights, I added moving lights(the arcade lights in E1L1 are shadowed and now move with the sector), some basic light culling and some basic surface culling. Right now in the outside area were you start were it says "cinema" there are 5 shadow lights right now. Inside of the arcade there about 4-5 shadowed lights as well.

In this video I'm using the standard textures, not the HRP textures.



This post has been edited by icecoldduke: 19 June 2016 - 07:58 PM

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User is offline   Micky C 

  • Honored Donor

#798

Seeing fire cast shadows like that really makes you think that some of the light should come from the top of the sprite if possible, since in real life it'd probably cast some light on the footpath and road.

It's pretty cool to see though :)
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#799

 Micky C, on 20 June 2016 - 03:05 AM, said:

Seeing fire cast shadows like that really makes you think that some of the light should come from the top of the sprite if possible, since in real life it'd probably cast some light on the footpath and road.

It's pretty cool to see though :)

Agreed I'll move the light up when I get home. After I get the performance issues ironed out, I want to release a PolymerNG Win64 build that can only play this one map. I want to see what different people experience on different rigs with this one isolated test map. Obviously this map will come with a E1L1 maphack.

This post has been edited by icecoldduke: 20 June 2016 - 07:44 AM

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User is online   Danukem 

  • Duke Plus Developer

#800

 icecoldduke, on 20 June 2016 - 07:43 AM, said:

Agreed I'll move the light up when I get home. After I get the performance issues ironed out, I want to release a PolymerNG Win64 build that can only play this one map. I want to see what different people experience on different rigs with this one isolated test map. Obviously this map will come with a E1L1 maphack.


Sounds good. When moving lights up, be mindful that fire sprites come in different sizes, so make the vertical adjustment proportional to the sprite's yrepeat value.

Will the E1L1 only test build support all the usual features (custom art, CON code, etc) ?
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#801

 Trooper Dan, on 20 June 2016 - 11:53 AM, said:

Will the E1L1 only test build support all the usual features (custom art, CON code, etc) ?

It will, I just ask, when you gather performance metric's for me you guys use the original assets, along with my maphack. You guys are free to mod this one level demo as much as you want, but I won't be taking bug reports on modding yet. The sole purpose of this one level demo is to gather performance metrics so I can figure out how well PolymerNG scales on different hardware types, and to nail down and fix vendor specific bugs. That's it.

You guys can light E1L1 better then I can, but I need everyone to use the assets I provide with the original data when reporting issues and metrics to me. Beyond that you can do what you want, but I can't emphasize enough, I will not be taking bug reports for anything outside of the testing goals that I have already provided.

This post has been edited by icecoldduke: 20 June 2016 - 12:13 PM

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#802

I fixed the fire. I took stills of the level, looks a lot better with the HRP textures(obviously). I'm uploading these stills because I'm still getting e-mails about "the video is too dark". Does anyone have a better solution for recording gameplay then Bandicam?

Posted Image

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User is offline   Tea Monster 

  • Polymancer

#803

If you have a g-force, shadowplay works a treat.
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User is offline   Hendricks266 

  • Weaponized Autism

  #804

That's not an officially sanctioned EDuke32 logo.
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#805

 Hendricks266, on 20 June 2016 - 05:18 PM, said:

That's not an officially sanctioned EDuke32 logo.

What would you like me to use? This is the crap logo I've used since I started this project(its the logo that came up on the UWP splash screen on the XB1), it's time someone make something that looks better.

This post has been edited by icecoldduke: 20 June 2016 - 05:43 PM

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User is offline   Mblackwell 

  • Evil Overlord

#806

There's logos on the website and a high resolution logo in the source tree under /rsrc
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User is offline   neoacix 

#807

I made this "crap" logo for an animation and was surprised and pleased that you ICD used it for your project. :)
But yeah, guess it should be something in the new "less is more" fashion.

Btw, Open Broadcaster worked good for me for footage recording.
https://obsproject.com/

This post has been edited by neoacix: 20 June 2016 - 09:18 PM

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#808

 neoacix, on 20 June 2016 - 09:16 PM, said:

I made this "crap" logo for an animation and was surprised and pleased that you ICD used it for your project. :)
But yeah, guess it should be something in the new "less is more" fashion.

Btw, Open Broadcaster worked good for me for footage recording.
https://obsproject.com/

I meant to say me adding "Powered by PolymerNG" was crapily done not the rest of it :P.
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User is online   oasiz 

  • Dr. Effector

#809

I second using OBS, also a good way to ensure that you get it's game capture working there if it isn't already :)

While it's a streaming program, you can record locally as well and does it a lot better than most solutions.
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#810

So I just tried out OBS to record this video tell me what you think. I got sprite lighting working, sprites now react to lighting and shadows.


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