Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Product Chat / [LOCKED] Official efxMod Thread [56k Warning]

Author
Message
Aaagreen
17
Years of Service
User Offline
Joined: 4th Sep 2007
Location: City 17
Posted: 15th Mar 2008 13:30
np

Formerly Bum Fat Cheese
Orrion Carn
18
Years of Service
User Offline
Joined: 23rd Jul 2007
Location: Sandpoint, Idaho
Posted: 16th Mar 2008 18:31
Where's the downloadable zip 1.5?



Click here to see my showcase.
Nighthawk
19
Years of Service
User Offline
Joined: 12th Apr 2006
Location: Germany
Posted: 16th Mar 2008 18:38 Edited at: 16th Mar 2008 18:38
Who said there's a 1.5??
1.5 is currently in the works and actually unusable, because it is in a Recode Phase
1.5 is planned to be released end of march or early april, i said this before!


Intel Xeon 3060, Asus Commando, 2GB DDR2-800 RAM, Thermaltake Shark Black, Sapphire Radeon HD2900XT, Samsung Syncmaster 245B 24"
jeffhuys
19
Years of Service
User Offline
Joined: 24th May 2006
Location: No cheesy line here.
Posted: 16th Mar 2008 18:58
Site is down...


You're the 'th to view this signature!
Nighthawk
19
Years of Service
User Offline
Joined: 12th Apr 2006
Location: Germany
Posted: 16th Mar 2008 19:11
Quote: "Site is down... "


What site?

The efxMod Page is up and running (i'm checking the vitality of the server every hour)


Intel Xeon 3060, Asus Commando, 2GB DDR2-800 RAM, Thermaltake Shark Black, Sapphire Radeon HD2900XT, Samsung Syncmaster 245B 24"
jeffhuys
19
Years of Service
User Offline
Joined: 24th May 2006
Location: No cheesy line here.
Posted: 16th Mar 2008 20:36
when i posted that message it did'nt work...
It is working now Cheers


You're the 'th to view this signature!
Nighthawk
19
Years of Service
User Offline
Joined: 12th Apr 2006
Location: Germany
Posted: 16th Mar 2008 20:52
Good to hear that


Intel Xeon 3060, Asus Commando, 2GB DDR2-800 RAM, Thermaltake Shark Black, Sapphire Radeon HD2900XT, Samsung Syncmaster 245B 24"
Aaagreen
17
Years of Service
User Offline
Joined: 4th Sep 2007
Location: City 17
Posted: 17th Mar 2008 17:01
the thing is that if you added water physics, a better bump map feature and higher poly support, you're on your way to an early x10 migration!

Formerly Bum Fat Cheese
Pride
17
Years of Service
User Offline
Joined: 22nd Dec 2007
Location: Eastern USA
Posted: 17th Mar 2008 20:42
And ragdoll

But concentrate on fixing the bugs first.

Nighthawk
19
Years of Service
User Offline
Joined: 12th Apr 2006
Location: Germany
Posted: 17th Mar 2008 20:48
yup

We've a benchmark nearly ready - for checking the efxMod capability of your machine - and by the way the compatibility check of another Engine made by our team.

I'm also working on a Dev-Blog - you'll read about something like this the next time


Intel Xeon 3060, Asus Commando, 2GB DDR2-800 RAM, Thermaltake Shark Black, Sapphire Radeon HD2900XT, Samsung Syncmaster 245B 24"
Rick123
20
Years of Service
User Offline
Joined: 26th May 2005
Location:
Posted: 18th Mar 2008 03:09
Quote: "yup "


So this means that there will be ragdoll, right?
Orrion Carn
18
Years of Service
User Offline
Joined: 23rd Jul 2007
Location: Sandpoint, Idaho
Posted: 18th Mar 2008 06:27
COOOLLLLL!!!!!

(caps off)



Click here to see my showcase.
Nighthawk
19
Years of Service
User Offline
Joined: 12th Apr 2006
Location: Germany
Posted: 18th Mar 2008 14:52
No, i said "yup" to "But concentrate on fixing the bugs first."

Eventually, there will be ragdoll... but i won't give out any information about that, sorry


Intel Xeon 3060, Asus Commando, 2GB DDR2-800 RAM, Thermaltake Shark Black, Sapphire Radeon HD2900XT, Samsung Syncmaster 245B 24"
Plystire
22
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 18th Mar 2008 17:23
Why is everyone asking for ragdoll when it's going to be in the migration anyway? I must be missing something here, but the way I see it:

1) Lee's going to implement it into the X10 migration

2) To program ragdoll (a good one anyway), you would need to have physics on each individual limb of the entity.

3) Continuing #2, the entities in FPSCX9 don't work like that right now. This is the reason that X9 characters don't work right away in X10 without extra work put into them.

4) Nighthawk could spend the extra time doing something better for FPSC instead of this.


But, whatever floats your boats. I figured time would just be wasted on this endeavor.


The one and only,
~PlystirE~

Nighthawk
19
Years of Service
User Offline
Joined: 12th Apr 2006
Location: Germany
Posted: 18th Mar 2008 17:46 Edited at: 18th Mar 2008 17:46
Nicely said, Ply

And i don't think we would ever want to integrate that stuff into the efxMod - like you said

Currently, we've a fixed plan - every new idea accepted by us is put to the end of the list - and the list is long.

I'm currently doing a lot of bugfixes and recoding work - so 1.5 in fact is a completely new efxMod


I can understand you all want those nice and shiny features in X9, but first: it needs time
second: if you all tell your wishes and want them to be realized... well...
third: some features are added through the X10-X9 migration progress
As is said above: there's a fixed list of things to be added.


Intel Xeon 3060, Asus Commando, 2GB DDR2-800 RAM, Thermaltake Shark Black, Sapphire Radeon HD2900XT, Samsung Syncmaster 245B 24"
Pride
17
Years of Service
User Offline
Joined: 22nd Dec 2007
Location: Eastern USA
Posted: 18th Mar 2008 18:09
Hey, I'm just throwing ideas out here. I know how utterly painstaking ragdolls can be to make (even 2D ragdolls, such as in Flash 8), with programming the joints, etc. But, again, bugs come first.

Superb work,
==MeZo

[/href]
Image per Coffee Grunt.
Nighthawk
19
Years of Service
User Offline
Joined: 12th Apr 2006
Location: Germany
Posted: 18th Mar 2008 19:08 Edited at: 18th Mar 2008 19:10
Quote: "do nopt use this with FPSC V1.08 it does not work i tryed 2 times and both times i had to reinstal FPSC"


There are many 1.08 Users that also use the efxMod... it's a problem of the FPSC 'vitality', already checked that many times (there were bugs on some machines - maybe you should check if the efxMod is installed correctly... tried the ZIP Version instead?)


Intel Xeon 3060, Asus Commando, 2GB DDR2-800 RAM, Thermaltake Shark Black, Sapphire Radeon HD2900XT, Samsung Syncmaster 245B 24"
Plystire
22
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 18th Mar 2008 19:32
Quote: " it does not work "


As with most every problem report, you should probably include some details about WHY you came to this apparent conclusion. How did you go about installing it? Or perhaps, for starters, WHAT doesn't work? Did Water break? Does the app crash? Are you getting a "Debug 0,0" error when you try to test?

I can only surmise the amount of misery that this has caused you, but until you can bring some sort of factual report detailing why this "does not work", then your comment doesn't seem to hold any meaning behind it.


My hunch is... if anything, you installed it wrong. As with every mod for FPSC V1.07 (NOT V1.08) that people TRY to use with V1.08, the ONLY thing that "does not work" about it is there are no headshots, performance increases, and anything else that Lee changed for V1.08.


If I've come off as too harsh, then you have my... utmost and... humblest of apologies, but to hear someone say, "it does not work," and then not give any information has got to be one of my strongest pet peeves.


The one and only,
~PlystirE~

Keo C
18
Years of Service
User Offline
Joined: 3rd Aug 2007
Location: Somewhere between here and there.
Posted: 19th Mar 2008 01:24
Quote: "OK then it freezes at startup of FPSC and says missing DLL

Happy NOw"

Just go and get the DLL, it's not that hard.


Image made by the overworked Biggadd.
Inspire
18
Years of Service
User Offline
Joined: 23rd Dec 2006
Location: Rochester, NY
Posted: 19th Mar 2008 03:16
Quote: "OK then it freezes at startup of FPSC and says missing DLL

Happy NOw"


Thanks, it wasn't that hard, was it?

Drop the attitude, they're just trying to help.

Plystire
22
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 19th Mar 2008 05:48
Yes, I'm happy, thanks for caring.

You will be, too, if you do what Keo C has suggested.

(Possibly of note... if you're missing a DLL, I highly doubt that it would have worked with 1.07 either, lol.)


The one and only,
~PlystirE~

Plystire
22
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 19th Mar 2008 10:24
Wow... code language error? That's gotta be right up there with "Organic Error - Object behind keyboard can't program".

Take a screenshot. If it's a real error, I'm sure Nighthawk would like to know.


The one and only,
~PlystirE~

DarthBasicVader
19
Years of Service
User Offline
Joined: 28th Nov 2005
Location: Cyberspace
Posted: 21st Mar 2008 10:55
Hello! I find this mod exciting and it works with my fpsc 1.08. Well ... yet i can't understand how saving values for water, bloomì, etc. after setting them with the sliders in my test game. That is, every time i set the values graphically (with efx customizer interface) they won't effect the compiled game.
Tx!!

Riccardo Scaringi
CoffeeGrunt
17
Years of Service
User Offline
Joined: 5th Oct 2007
Location: England
Posted: 21st Mar 2008 17:01
@DarthBasicVader

You have to set them via FPI scripting during the game, the test game values you set don't get saved......

Nighthawk
19
Years of Service
User Offline
Joined: 12th Apr 2006
Location: Germany
Posted: 21st Mar 2008 21:52 Edited at: 21st Mar 2008 22:19
efxMod News!

The first 1.5 Pre-Alpha Screenshots are online - visit the (inofficial) Helix Software Blog.

http://helixsoftware.blogspot.com
Blog is German only

The efxMod is currently in a recode phase - so these screens show nothing really new.

The main differences to the older versions:

- at the moment, there are no real bugs regarding Water or Bloom
- the resolution automatically adapts the desktop resolution (the screens I took are 1920x1200 in size... I ever wanted to have such a nice res for playing with FPSC )
- the Bloom Shader was completely re-done and has now a better Blur Quality
- the efxMod runs better on low-performance systems - at some machines we got a performance improvement of 50% ! (The resolution of the camera output's were NOT reduced btw.)


http://www.helixsoftware.eu/images/efx/phoebe_indev_bloom_water.jpg


http://www.helixsoftware.eu/images/efx/phoebe_indev_bloom1.jpg


As i said before, the efxMod 1.5 will be ready in early April at the earliest


Intel Xeon 3060, Asus Commando, 2GB DDR2-800 RAM, Thermaltake Shark Black, Sapphire Radeon HD2900XT, Samsung Syncmaster 245B 24"
Dude232
17
Years of Service
User Offline
Joined: 18th Jan 2008
Location:
Posted: 21st Mar 2008 22:05
now THIS is why im getting efx mod!!!

CoffeeGrunt
17
Years of Service
User Offline
Joined: 5th Oct 2007
Location: England
Posted: 21st Mar 2008 22:49
Codename Phoebe?

Sorry, that reminds me too much of that girl from Friends......

Screens look great, who's your level design guy?

Nighthawk
19
Years of Service
User Offline
Joined: 12th Apr 2006
Location: Germany
Posted: 21st Mar 2008 22:54 Edited at: 21st Mar 2008 23:04
Hyperion, Prometheus, Phoebe

These "Codenames" of efxMod versions are all names of Saturn moons... look it up

btw. i made the level(s) myself, often by using the wonderful segments of our modelpack (it's almost a year old and no one really seems to remember it )


Intel Xeon 3060, Asus Commando, 2GB DDR2-800 RAM, Thermaltake Shark Black, Sapphire Radeon HD2900XT, Samsung Syncmaster 245B 24"
Dude232
17
Years of Service
User Offline
Joined: 18th Jan 2008
Location:
Posted: 21st Mar 2008 23:34
its model pack 7 isnt it

Nighthawk
19
Years of Service
User Offline
Joined: 12th Apr 2006
Location: Germany
Posted: 22nd Mar 2008 00:06
Nope, it's not.

Screen 1 is Stock Media
Screen 2 is Helix Addons Model Pack #1 (www.theaddoncreators.com)


Intel Xeon 3060, Asus Commando, 2GB DDR2-800 RAM, Thermaltake Shark Black, Sapphire Radeon HD2900XT, Samsung Syncmaster 245B 24"
CoffeeGrunt
17
Years of Service
User Offline
Joined: 5th Oct 2007
Location: England
Posted: 22nd Mar 2008 00:12
Ahh...sorry 'bout that Nighthawk.....

It's just, I don't get anything from Prismatoid now......not after I found out that 4D Productions had released a sci-fi segment pack with stolen textures.....

Sorry, but the brittle trust I had in that place was broken at that point....

Toasty Fresh
18
Years of Service
User Offline
Joined: 10th Jun 2007
Location: In my office, making poly-eating models.
Posted: 22nd Mar 2008 01:32
Early April... cool!

Orrion Carn
18
Years of Service
User Offline
Joined: 23rd Jul 2007
Location: Sandpoint, Idaho
Posted: 22nd Mar 2008 07:40 Edited at: 22nd Mar 2008 07:49
WOW THOSE ARE JUST BEAUTIFUL!!!

(Caps off)

Talk about X10 for X9 man.

You just proved that X9 can handle X10 graphics(Crisis).

P.S. Could you e-mail me? I need to ask you a question about efxmod.



Click here to see my showcase.
Plystire
22
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 22nd Mar 2008 09:31
I wouldn't go so far as to say Crysis, Orrion, but you're right, X9 sure can handle a deal of effects.

Keep it up, Nighthawk! Can't wait to see these new "special features" you've been working on.


The one and only,
~PlystirE~

Orrion Carn
18
Years of Service
User Offline
Joined: 23rd Jul 2007
Location: Sandpoint, Idaho
Posted: 22nd Mar 2008 18:35
Quote: "I wouldn't go so far as to say Crysis"


Yeah, but yeah, he's proven TGC that X9 can handle X10 graphics. If X9 can handle these features, it can handle ragdoll, allies, neutrals, enemies, and MP features.

Keep it up NightHawk!



Click here to see my showcase.
Plystire
22
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 22nd Mar 2008 21:59
Well, considering those features have been used in games LONG before X10 came out... It better be able to.

I wouldn't refer to it as X10 graphics, though. They do look nice, but definitally not X10. (Heck, I don't even think FPSC X10 looks like it has X10 quality)


The one and only,
~PlystirE~

Orrion Carn
18
Years of Service
User Offline
Joined: 23rd Jul 2007
Location: Sandpoint, Idaho
Posted: 22nd Mar 2008 22:48
Quote: "(Heck, I don't even think FPSC X10 looks like it has X10 quality)"


Word.



Click here to see my showcase.
sonicreator 2006
19
Years of Service
User Offline
Joined: 3rd Sep 2005
Location: Press F5
Posted: 23rd Mar 2008 07:15 Edited at: 23rd Mar 2008 07:21
Please do not read this post if you just want EFX to run faster
this is mainly for long-term fixes and things that could be improved.

I am aware how busy nighthawk could be at the moment but I had just enough time to post this, at 1:30 AM

i have discovered that adding a light source caused the underwater feature to stop working. I have also discovered that being underwater increases your FPS.

Real-life trials:

I had an FPS of 20 (other laptop as my FPSC computer is at the shop)

After raising the water level, then my FPS was constant (20)

After raising the water level above you (over) my FPS was about 25

Bloom has almost no effect on my computer and I only see three major errors in version 1.49 (correct me if im missing something):

DarkLights conflict (using light = no underwater)

"Broken Doors"

Model Pack 9&10 Bug

and in my understanding, we know what the problem is with all of them except the last one? (correct me if wrong)

I have taken a look at the v.1.01 code of FPSC and v.1.07 and have noticed that DarkLights is overused in v.1.07, and most of the code is acually unused (if im wrong then correct me, im very sleepy but i will do anything for EFX) if i am correct, that a guy on some 3rd party forums posted a mod for the source and it acually preformed better than the normal v.1.07, v.1.08, and v,1.09, why? It removed or "rem-ed" out like, half of the DarkLights code, if I had the EFX source, i would be able to check for errors in the DarkLights code. Im good at debugging DBpro but i refuse to mod (for reasons i will not state here).

Sorry if that was long... (or wrong)

but basicily, DarkLights may be the culprit of some (if not all) preformance problems, especially if the water res is set high as the cameras have to render the scene with both Water and bloom. And the water reflects everything at a constant resolution no matter how high or low the level was set. So preformance enhancers could be:

Optimize the code and remove unnesscary lines (this may seem like common sense, but its supprising how many lines a professional coder has that have no purpose, I found over 26 lines of unnesscary code in FPSC v1)

Have a simple LOD system, so the water plain does not reflect things that are over 1000 meters away...

***end user tweaks***

Set water res to 512

Set Bloom passes to Two

Turn off Bloom autofocus (I don't know why but it seems like a good idea)

If you do not want any water in the level, set the water plain ABOVE you, not at level zero.

Hope All of this helps,

SC

Play the games the masters play: MKZn and 3-B promo

http://www.3bpromo.tk
sonicreator 2006
19
Years of Service
User Offline
Joined: 3rd Sep 2005
Location: Press F5
Posted: 23rd Mar 2008 07:18
Basicly, to make the mod run faster do this:

Set water res to 512

Set Bloom passes to Two

Turn off Bloom autofocus (I don't know why but it seems like a good idea)

If you do not want any water in the level, set the water plain ABOVE you, not at level zero.

Hope All of this helps,

SC

Play the games the masters play: MKZn and 3-B promo

http://www.3bpromo.tk
sonicreator 2006
19
Years of Service
User Offline
Joined: 3rd Sep 2005
Location: Press F5
Posted: 23rd Mar 2008 07:25 Edited at: 23rd Mar 2008 07:26
Sorry for Triple post

FPSC x10 just uses the DirectX10 Renderer, nothing more.
This means that in the Shader Code it basicily says:

"use Shader Model 4 (DX10) instead of Shader Model 2/3 (DX9)"

Every feature of FPSC x10 could be implemented into FPSC x9
It has no real purpose other than to be bragged about to your friends.

(heck, EFX does a better job at the water than X10 in my view)

SC

Play the games the masters play: MKZn and 3-B promo

http://www.3bpromo.tk
Plystire
22
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 23rd Mar 2008 09:17
Quote: "Every feature of FPSC x10 could be implemented into FPSC x9"


Are you insinuating that we could have GPU instancing in DX9? If so, then I would contact Lee about how to do that right away.

The reason you have better FPS when underwater is because you are no longer putting the GPU through the task of reflecting the environment.


The one and only,
~PlystirE~

Nighthawk
19
Years of Service
User Offline
Joined: 12th Apr 2006
Location: Germany
Posted: 23rd Mar 2008 12:17
nicely done, sonicreator!
For the 1.5 Website and the new Service, i'll be putting these informations onto it, thank you
(I think new posts will be added here, soon, and I don't think everyone will look at all the 12+ pages)

Noted your suggestions/bug reports.

Again, thanks.


Happy Easter (at least here in Germany )


Intel Xeon 3060, Asus Commando, 2GB DDR2-800 RAM, Thermaltake Shark Black, Sapphire Radeon HD2900XT, Samsung Syncmaster 245B 24"
Toasty Fresh
18
Years of Service
User Offline
Joined: 10th Jun 2007
Location: In my office, making poly-eating models.
Posted: 23rd Mar 2008 12:39
Quote: "Happy Easter (at least here in Germany )"


Yeah, you too.

fallen one
19
Years of Service
User Offline
Joined: 7th Aug 2006
Location: My imagination!
Posted: 23rd Mar 2008 13:45
Quote: "Are you insinuating that we could have GPU instancing in DX9? If so, then I would contact Lee about how to do that right away."


Doesnt even do that in fpsc dx10, see my thread here
FPSC X10 / How many enemies total map?
http://forum.thegamecreators.com/?m=forum_view&t=124655&b=33

you cannot have multiple enemies as it checks the total in the game and slows it down, so its a non runner.

Evil Things Most Foulhttp://www.avantivitastudios.com/
CoffeeGrunt
17
Years of Service
User Offline
Joined: 5th Oct 2007
Location: England
Posted: 23rd Mar 2008 15:34
Quote: "Happy Easter (at least here in Germany )"


Hey don't forget Britain!

Lol, Happy Easter Nighthawk, hope you got lots of Easter eggs....

Do you have a rough date we can expect V1.5 to be released on, I don't mean a set-in-stone date, just a rough guess at when you'll be done....

Also, will the next one be Project Io? That's the only Jupiter moon I can remember the name of....too many other ones.....


Nighthawk
19
Years of Service
User Offline
Joined: 12th Apr 2006
Location: Germany
Posted: 23rd Mar 2008 15:42
Io isn't planned for this year...
just joking
What about Ganymed?

1.5 should be out in early April - maybe it will be pushed to mid-April due to very special conditions and recent events...

some first Pre-Alpha versions are already around, really rare and just an early preview... maybe you get one (somewhere out of this forum )

I could post all the Codenames I've planned... but ... that wouldn't be surprising when they come out

originally, I planned to get out a new efx Major Version every month (with a new codename - new features - new codenames)
for 1.5, I have to break those plans a bit


Intel Xeon 3060, Asus Commando, 2GB DDR2-800 RAM, Thermaltake Shark Black, Sapphire Radeon HD2900XT, Samsung Syncmaster 245B 24"
CoffeeGrunt
17
Years of Service
User Offline
Joined: 5th Oct 2007
Location: England
Posted: 23rd Mar 2008 16:06
Sweet, the only problem I have with this mod is speed, otherwise, it's great!


sonicreator 2006
19
Years of Service
User Offline
Joined: 3rd Sep 2005
Location: Press F5
Posted: 23rd Mar 2008 18:08 Edited at: 23rd Mar 2008 18:35
Quote: "Are you insinuating that we could have GPU instancing in DX9?"


Yes, it is completely possible. Do not expect, however, that the same speed will be possible with a DirectX 9 video card, all features of DirectX 10 can be ported back, but the same quality and speed will not be possible on "yesterday's technology" due to the limitations on the RAM size, clock speeds, and other varibles.

For the not-so-great at tech talk:

Sure, DirectX 10 features will be backported (we already have FFT, soft shadows, zfeather (soft particles) and other features)
but do not expect the same speed and quality.

Quote: "you cannot have multiple enemies as it checks the total in the game and slows it down, so its a non runner."


That is due to the DirectX 9.0 design. It is not designed to run with 5,000 enimies in a single room. DirectX 10, however, is.
It can also be caused by a slow CPU, GPU, or a low amount of RAM. An example is that: A low end DirectX 10 card (Geforce 8400GS) out preformed a mid end DirectX 9.0 card (Radeon X1300) by getting over 25 FPS with 10 enimies in one room, while the DirectX 9.0 card got 12 FPS, so its the design and its strenghts.

But alternitivly, for that problem listed above, its probally because you have a low amount of RAM (with 8GB being high, and 4GB/2GB okay, and 1GB and lower being low) or a slow cpu, or an "outdated gpu"

Quote: "The reason you have better FPS when underwater is because you are no longer putting the GPU through the task of reflecting the environment."


Yes, I saw that just a few hours ago, and that makes it better to have the water higher than your player in an area where you do not need water, although it would be better to completely purge the water from your level to save frames, but that will come with v.1.5.

Just two questions,

How would you apply the Parralex maps to an object or segment?
Is it the same way you would apply the "bumpcubereflectalpha" shader to a segment or entity? Or is it something else?

And,

Will using the Parralex maps lower your framerate just like water and bloom would, or is it completely different from the features mentioned?

I really like EFX, it is my favorite mod for FPSC, and bloom could evolve into HDR soon, because there now is a method of implementing HDR the same way you implement Bloom, and Nighthawk has already begun to get into HDR by using the autofocus (which is similar to Eye Adaption) and the only things that hampers this "HDR" is the absence of a varible Eye Adaption. AKA, The "base" does not revert to the default setting, because when auto focus is on, the brightness goes to the default setting other than the eye adaption base (or the user defined default) And it needs just some more control with the passes, because I would love 16 passes (yes i'm very crazy, but I am a dreamer).

And...thats.... it.

from SC.

PS: Check the attachment for the lecture about DirectX 10 speed, and why, we can back port it to FPSC x9, and have the same quality (at the expense of speed)

Play the games the masters play: MKZn and 3-B promo

http://www.3bpromo.tk
Plystire
22
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 23rd Mar 2008 18:37
Happy Easter, everyone.


@sonic:

GPU instancing is not truely possible without a DX10 card. It can be simulated, but that's all it will ever be in DX9. We cannot have true GPU instancing in DX9, just like we cannot have true HDR. The best we'll ever be able to come up with is a simulation, that not only doesn't live up to the actual form of the technique, but will cause massive slowdowns in most cases. (This is especially true with HDR and Bloom, they will not look as good as a DX10 Bloom/HDR and also will not run as well.)

As for water. When i first released the beta of my water (before anyone other than myself saw it) I provided a way for them to actually turn it completely off, and prevent the CPU and GPU from ever worrying about rendering it until the water got turned back on. I mentioned this to Nighthawk a while back, so I'm not sure if he's done that yet, but it would be a very nice feature.


About HDR being implemented in DX9. You won't get a true HDR or anything close to it without putting a lot of stress on the CPU. The best thing I've seen people come up with for an HDR simulation is what looked to be a crappier version of bloom. A true HDR shader will not only effect screen visuals but is also directly implemented into the environment. This is because for HDR to work, the shader would need to know what objects in the scene are supposed to be effected AND by how much. Bloom uses a simple tone pass to find areas that should be effected, whereas HDR can have a white surface in the scene that is NOT effected by the shader and another, darker source that is effected. This is what seperates HDR from Bloom, and it would take a tremendous amount of CPU power to pull it off, let ALONE in FPSC which is already a recurring lag-fest.


The one and only,
~PlystirE~

sonicreator 2006
19
Years of Service
User Offline
Joined: 3rd Sep 2005
Location: Press F5
Posted: 23rd Mar 2008 18:57 Edited at: 23rd Mar 2008 18:58
Oh... sorry lack of info on my part:

GPU instancing is possible but NOT AT THE SAME SPEED as i quoted like twice.



And about the water, I think its slated for v.1.5, and I just want the bloom (i don't like water w/o physics)
Quote: "As for water. When i first released the beta of my water (before anyone other than myself saw it) I provided a way for them to actually turn it completely off,"
what does that have to do with this?
And HDR can and has been implemented in DirectX 9 (Oblivion, Far Cry, Crysis (in DX9) and lots of other games). I was not talking about directly integrating HDR in v.1.5, it was something for the future and how close Nighthawk is to implementing HDR (or fake HDR).

The CPU thing is... a thing of the CPU, if you have an AMD Duron or a Pentium 2, how will it take HDR? You need a good computer to play games anyways, and if FPSC ran at 60fps...

one more thing:

Quote: "HEY NOOB - TURN YOUR CAPS LOCK OFF - NOW"


and they call this forum nice, the forum its self insults me. I am offended. (And I don't even have Caps Lock on!!!)

thats it...

from SC

Play the games the masters play: MKZn and 3-B promo

http://www.3bpromo.tk

Login to post a reply

Server time is: 2025-08-08 19:10:48
Your offset time is: 2025-08-08 19:10:48