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FPSC Classic Product Chat / DOF Without lag? And another question..

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Desecrated Studios
15
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Joined: 16th Jan 2011
Location: Kirtona
Posted: 9th Aug 2011 11:29
Is there any way i can get DOF (Depth Of Field) without losing framerate? When i set postprocessesing=2 in setup.ini it looks really nice, but my framerate goes from 60 to 40. Is there anyway i can fix this? Or is there another way to achieve DOF?

Other Question: Is it possible to have animated huds? Like if the player is starting to go insane, the screen will like blur in and out or shake or something like that? Im trying to script it right now with no luck, does anyone know what i should do? Or even if it is possible?

Thanks!

Ocho Geek
18
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Joined: 16th Aug 2007
Location: Manchester, UK
Posted: 9th Aug 2011 13:37 Edited at: 9th Aug 2011 13:49
My immediate suggestion would be, is it actually necessary in the scene. looking at cool DoF might make a tech nerd drool, but isn't very realistic (Fingerquotes, Human eyes don't blur at distance) in a small room

So, It might be worth going without

as for the other question... you can do hud swaps with images, and could apply full screen shaders at various levels to warp the screen, though you'd need to be handy with shaders to get the right effect.
I made something like this ages ago, can't find the script


Not Spanish, Not Eight, Just Ocho

Desecrated Studios
15
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Joined: 16th Jan 2011
Location: Kirtona
Posted: 9th Aug 2011 21:58
Quote: "though you'd need to be handy with shaders to get the right effect.
I made something like this ages ago, can't find the script"


Yeah i don't know anything about shaders :/ And that's a shame, well it's alright. I do remember reading in the Community Guide about an animated menu for FPSC so maybe i can take that code and kind of edit it to work in game?

Quote: "My immediate suggestion would be, is it actually necessary in the scene. looking at cool DoF might make a tech nerd drool, but isn't very realistic"


I know it's not really that realistic, but im trying to make a game somewhat like Amnesia and there is some type of blur in there. I WISH i could get MOTION BLUR without PB but no one knows how. Vanilla FPSC now supports full screen shaders so why is this not possible? Sorry for going off topic..

Thanks for commenting though Ocho Geek!

Plystire
23
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 9th Aug 2011 22:30
Quote: "I WISH i could get MOTION BLUR without PB but no one knows how. Vanilla FPSC now supports full screen shaders so why is this not possible?"


*scratches head* Wasn't most of PB implemented into vanilla? Have you tried doing it yourself?


~Plystire

A rose is only a rose until it is held and cherished -- then it becomes a treasure.
Desecrated Studios
15
Years of Service
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Joined: 16th Jan 2011
Location: Kirtona
Posted: 9th Aug 2011 22:34
Like i said i know nothing about shaders. If i did, sure i would be trying to do it myself! But i don't know, so no.. How much of PB was implemented?

Thanks for commenting Plystire!

Red Eye
17
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Joined: 15th Oct 2008
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Posted: 9th Aug 2011 22:37
Actually DOF is very realistic! Look at your hand in a close-up. Notice that the background is blurred while you see your hand totally fine. And if you look at the background your hand blurs away.

The only problem is that on screen it simulates the focus of your eyes, but you are watching the whole screen which means you see the "camera focus" and the "blurred part", and that aint very realistic indeed. But DOF itself is very important in reallife (could not live without it xD) and most games use it very well and realistic,(ex: guns).

Ocho Geek
18
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Joined: 16th Aug 2007
Location: Manchester, UK
Posted: 9th Aug 2011 22:53
DoF only really affects foreground for almost all human vision (since most of the game focuses on distance objects)

what you'd want is to blur the closest part for the 1st person assets. But when attention is focused on close objects (such as looking at objects/notes) you want to blur the background

You couldn't do this with shaders alone. You'd need to mod the source code to tell it when to use different DoF settings


Not Spanish, Not Eight, Just Ocho

Desecrated Studios
15
Years of Service
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Joined: 16th Jan 2011
Location: Kirtona
Posted: 9th Aug 2011 22:53 Edited at: 9th Aug 2011 23:04
Quote: "The only problem is that on screen it simulates the focus of your eyes, but you are watching the whole screen which means you see the "camera focus" and the "blurred part", and that aint very realistic indeed. But DOF itself is very important in reallife (could not live without it xD) and most games use it very well and realistic,(ex: guns)."


Thanks for the information Red Eye! Maybe one day (In future FPSC) they will perfect DOF! But that probably will be a while..

Thanks for commenting though Red Eye!

EDIT - Sorry for going off topic, but just a real quick question. Does anyone know how i can stop my blood overlay from glowing? I attached a screenshot. The texture it self is very dark (Trying to make it look real) But it so bright in game. I have tried putting it next to a static light and dynamic with no change.. The overlay is Static, i just edited the original blood overlay. Does anyone know what i can do? Thanks for reading!

Desecrated Studios
15
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Joined: 16th Jan 2011
Location: Kirtona
Posted: 9th Aug 2011 23:07
Sorry, i missed your comment Ocho, you posted that like seconds before mine XD

Quote: "You couldn't do this with shaders alone. You'd need to mod the source code to tell it when to use different DoF settings"


I hate using mods, so i guess im stuck with no DOF

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