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Posted: Tue Dec 14, 2010 10:59 pm
by devsh
Deferred?

Posted: Tue Dec 14, 2010 11:14 pm
by Mel
Would be an idea, but i didn't want to use it. Although it may not look like it, i am trying to focus on speed. :lol: Really the big problem there are the leaves of the trees, they are all transparent, and they are all receiving and casting shadows. It is madness!

Posted: Tue Dec 14, 2010 11:16 pm
by slavik262
It's a misconception that deferred is slower. It can actually be faster, and the really good news about it is that lighting is always constant time, regardless of scene complexity. The downsides to it is that it requires lots of VRAM and makes MSAA impossible with current hardware.

Posted: Tue Dec 14, 2010 11:17 pm
by Mel
I wasn't using the forward rendering because of speed, but because of the antialias.

Posted: Tue Dec 14, 2010 11:51 pm
by devsh
Cant see any aa in ur screenies and never did, have a look at project ninja star's screenshots after it went deferred

Posted: Wed Dec 15, 2010 3:30 am
by DarkDepths
devsh wrote:DoF is there to create a movie illusion not real life through the eyes (things go out of focus and that gets you looking in the right direction where the director intends).
Exactly. Which is why I don't think it has any real place in a game unless you are specifically trying to give the illusion that the player is viewing the world through a camera and not through their own eyes.

Posted: Wed Dec 15, 2010 3:42 am
by Radikalizm
DarkDepths wrote:
devsh wrote:DoF is there to create a movie illusion not real life through the eyes (things go out of focus and that gets you looking in the right direction where the director intends).
Exactly. Which is why I don't think it has any real place in a game unless you are specifically trying to give the illusion that the player is viewing the world through a camera and not through their own eyes.
This does, on the other hand, also create a lack of realism in some degree because irl your eye lens will always blur points not in the range of your focal point, so I think the highest degree of realism in a game would be attained by setting the DoF focal point to a point which the player is most probably looking at

Or you could always try to implement head/eye tracking (I have no idea whether eye tracking is probable/possible), which could be a fun project if you're into things like that ;)

Posted: Wed Dec 15, 2010 9:23 am
by fmx
Radikalizm wrote:
DarkDepths wrote:
devsh wrote:DoF is there to create a movie illusion not real life through the eyes (things go out of focus and that gets you looking in the right direction where the director intends).
Exactly. Which is why I don't think it has any real place in a game unless you are specifically trying to give the illusion that the player is viewing the world through a camera and not through their own eyes.
This does, on the other hand, also create a lack of realism in some degree because irl your eye lens will always blur points not in the range of your focal point, so I think the highest degree of realism in a game would be attained by setting the DoF focal point to a point which the player is most probably looking at
That's what I was getting at: a hint of DoF and no more.
Although different people have difference ideas what makes a "good Game" so in this case the choice is Mel's entirely

[/OT]

Posted: Wed Dec 15, 2010 11:44 am
by Mel
No, indeed, there is no antialias on my screens. But i want the posibility to enable them at will.

Posted: Wed Dec 15, 2010 1:24 pm
by Radikalizm
fmx wrote: Although different people have difference ideas what makes a "good Game" so in this case the choice is Mel's entirely
Yes of course, I was just giving my point of view ;)

Posted: Fri Dec 17, 2010 12:21 pm
by Bear_130278
Image
TB WorldMap view.
Featuring a mix of 3d and 2d techniques with plenty of Alpha blending.
Some advanced fonts.
Complex region+object picking... (look where mouse is hovering*)

Posted: Fri Dec 17, 2010 2:13 pm
by 3DModelerMan
Hey Mel, have you ever heard of inferred lighting? It's a similar technique that might work better.

Posted: Fri Dec 17, 2010 11:19 pm
by Mel
I saw it some time ago. I think it was too tricky, i mean, it is much mess for just lighting. I guess that the advantages also count, but i find it too dificult to understand ATM. In the mean time, i have optimized things. I got a sustained 26 fps rendering speed with an output in 32 bits instead of 64, which was the first one. If Irrlicht could handle R10G10B10A2, it would be perfect, HDR in 32 bits.

Posted: Tue Dec 21, 2010 3:01 am
by digijohnny
FA-18 Marine Aviator - iPhone
Image

this is an iphone screenshot from the 3D cockpit of the current production version, Free version Due next year
you are sitting inside a 3ds F18

real transparent hud via render to texture plus my own terminal style font generator(will post in in the IRRdevelop section soon), same for the multi function displays, and rader screen
.... yes those are real cockpit buttons above and below the center display, the instruments below center are 3D objects,
everything else is my own gui overlay(ill post that soon too, i swear)

fa-18 marine aviator home page
http://www.digijohnny.com/MAF18CQ/

WHAAAAAT?

Posted: Tue Dec 21, 2010 3:02 am
by digijohnny
its still monday in new orleans right?