XEffects - Reloaded - New Release (V 1.4)

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thespecial1
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Post by thespecial1 »

thanks for the link that looks very nice ;0)
Halan
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Post by Halan »

Can the RTT bug with Nvidia and OpenGL be resolved somehow?
512x512 is a really small resolution
hybrid
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Post by hybrid »

There is no bug, at least not for me.
devsh
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Post by devsh »

hi this would REALLY benefit from MRT

i do depth of field and about to SSAO with almost no performance drop (I wouldn't call 2 fps a deal) to generate the depth map

btw where could I get a really nice model to test it with?
devsh
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Post by devsh »

yes i know

but i am looking for something like what halifax has.... complicated city stuff
FuzzYspo0N
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Post by FuzzYspo0N »

www.google.com

try searching for : "free models" city environment

ETC. if you are hoping someone will google for you, there is no hope
BlindSide
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Post by BlindSide »

devsh wrote:hi this would REALLY benefit from MRT
Yes I use MRT alot in my projects. When Irrlicht gets MRT officially then I might add it here. There are some compatibitliy issues on certain graphics cards and texture formats to consider though.
ShadowMapping for Irrlicht!: Get it here
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Cloudef
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Post by Cloudef »

I hope that happens soon, i need to learn some shader programming too <_<
dlangdev
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Post by dlangdev »

XEffects + Load From IRR File...

What I'm not sure of is the way how the particles get rendered.

SSAO will probably be figured out later, still need to tweak the values in the pixel shader. I've set far value to 50 at the moment.

Image
Image
m_krzywy
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Post by m_krzywy »

SSAO effect looks ugly on big scale maps. So my question is: how to calculate farvalue and ssao shader? Try it on quke3map exaple :D
BlindSide
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Post by BlindSide »

If you open up the shader there are quite a few settings to play around with. I may make them accessable through XEffects in a later release.
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m_krzywy
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Post by m_krzywy »

Image

far value

Code: Select all

cam->setFarValue(5000.0f);
SSAO shader settings:

Code: Select all

#define SAMPLE_COUNT 8
#define SSAO_REACH 30.0
#define MAX_DEPTH_DECLINE 8
#define DEPTH_ALIASING_EPISILON 0.02
#define RAND_TEXTURE_TILES 2.0
#define SSAO_OUTPUT_MULTIPLIER 2.0
Inside effect is very nice but it's ugly for far distance. With paprmeter decide of distance of that stripes from mesh?
BlindSide
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Post by BlindSide »

Hey there shouldn't be any artifacts like that against the background... Your far value is way too high btw, try 500.

Also try these values:

#define SAMPLE_COUNT 8
#define SSAO_REACH 5.0
#define MAX_DEPTH_DECLINE 4.0
#define DEPTH_ALIASING_EPISILON 0.05
#define RAND_TEXTURE_TILES 3.0
#define SSAO_OUTPUT_MULTIPLIER 2.0
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dlangdev
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Post by dlangdev »

Has anyone noticed the error message when compiling the shaders? I get this SM 1.0 not supported message in the DOS console.

I'm not really throwing coding hours to it if it will make any difference. I'll let that stand for now until someone looks into it.

So yeah, I guess that's no SSAO for me. I'm using Vista with 9800 GTX card.
Image
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