Author Topic: Release: 3.8.0  (Read 2693 times)

Knoster and 1 Guest are viewing this topic.

So I have been informed that the overbrightness is actually not caused by PBR but by HDR. And unlike Col. Fishguts claims I cannot make the 3.8.0 look even close to the 3.7.4 with launch parameters.

For these two screenshots, I used "Massive Battle 2" default mission, with following launch parameters for both:

Code: [Select]
-missile_lighting -3dshockwave -post_process -soft_particles -fxaa -fb_explosions -enable_shadows -fb_thrusters -ambient_factor 50 -spec_exp 13 -spec_point 0.4 -spec_static 0.9 -spec_tube 0.4 -ogl_spec 60 -bloom_intensity 30 -fxaa_preset 9 -fov 0.66
 Even when I drop ambient factor down to 10 with 3.8.0, it doesn't make much difference. Also, I don't use -no_emissive_light, because it makes harder to distinguish ships against dark backgrounds. The versions are like night and day:

3.7.4


3.8.0


Honestly the 3.8.0 looks like crap compared to 3.7.4.  :no: So I guess the HDR implementation needs some serious overhaul.

In the meantime I kindly propose that you could disable HDR with launch parameters like you can disable so many other features. I want to use post processing effects but not HDR at the current moment.

I'm sorry if I sound a bit needy or impolite. I just feel that as a longstanding player of FS series, I need to voice my honest opinions sometimes.  :nervous:

 
I suggest you try out 3.8.0 with all the same parameters, but add -no_emissive_light there. Emissive light, if present, seems to be overriding low ambient values.
Excuse me for any spelling errors I make - I'm still learning English :P

 

Offline The E

  • He's Ebeneezer Goode
  • Global Moderator
  • 213
  • Nothing personal, just tech support.
    • Skype
    • Steam
    • Twitter
Honestly the 3.8.0 looks like crap compared to 3.7.4.  :no: So I guess the HDR implementation needs some serious overhaul.

In the meantime I kindly propose that you could disable HDR with launch parameters like you can disable so many other features. I want to use post processing effects but not HDR at the current moment.

I'm sorry if I sound a bit needy or impolite. I just feel that as a longstanding player of FS series, I need to voice my honest opinions sometimes.  :nervous:

"This looks like crap" is not usable feedback. It's too subjective. It doesn't give a hint what specifically you dislike, and so we cannot tell you what you should do to make the game look better.

So, at the risk of sounding impolite myself: if you have a problem with the way the game looks, try to articulate that problem. Feedback we can't use is feedback we ignore.
**** every cause that ends in murder and children crying. ― Iain Banks
Join the fun at the HLP IRC channel. Get the latest spam and gossip as long as it's fresh!

 
Quote
"This looks like crap" is not usable feedback. It's too subjective. It doesn't give a hint what specifically you dislike, and so we cannot tell you what you should do to make the game look better.

As some others have pointed on this forum, the 3.8.0 is simply just too bright as default, but what's worse is that you can't control the brightness on the same scale as in 3.7.4.

1)
- In 3.7.4 setting different values for -ambient_factor from 10 to 128 give radically different brightness levels for ships as expected. I used value of 70 for the most part
- In 3.8.0 ambient_factor is almost useless. The difference between 10 and 128 is very minimal in comparison. It makes getting that "dark realistic feeling" impossible.

2)
- In 3.8.0 The glowmaps are ridiculously overemphasized. They burn so bright that they have this unrealistic, almost cartoonlike glow emanating from them.

3)
- In 3.8.0 Specular reflections from ships look worse and considerably less realistic or "metallic". What's worse, I can't seem to be able to control the shiny spots, their size or coherence in the same way with launch parameters.

Seeing how 3.7.4 greatly improved graphics compared to 3.7.2 by adding shadows and deferred lighting, the 3.8.0 has been a disappointment graphics-wise so far.

If overbrightness is caused by HDR, then it would be useful to make it optional.

 
Quote
1)
- In 3.7.4 setting different values for -ambient_factor from 10 to 128 give radically different brightness levels for ships as expected. I used value of 70 for the most part
- In 3.8.0 ambient_factor is almost useless. The difference between 10 and 128 is very minimal in comparison. It makes getting that "dark realistic feeling" impossible.
I have suggested that you check out -no_emissive_light on 3.8.0. You seem to have ignored the suggestion. Just try it.

Quote
2)
- In 3.8.0 The glowmaps are ridiculously overemphasized. They burn so bright that they have this unrealistic, almost cartoonlike glow emanating from them.
You can use -bloom_intensity to change that. You can even go down to 0 if you want to turn that glow off.
Excuse me for any spelling errors I make - I'm still learning English :P

 

Offline Colonol Dekker

  • HLP is my mistress
  • 213
  • Aken Tigh Dekker
    • My old squad sub-domain
The associated sensible warnings heeded, is there a performance difference between the 32 bit and 64 bit executables?

 

Offline m!m

  • 210
Probably nothing too significant. The 64-bit executables are just there for mods that require more memory and for future proofing.

 

Offline Colonol Dekker

  • HLP is my mistress
  • 213
  • Aken Tigh Dekker
    • My old squad sub-domain
 :yes:  Appreciate the swift response. 

 

Offline AdmiralRalwood

  • 211
  • Mister Subspace Strikes
    • Skype
    • Steam
    • Twitter
For reference, Blue Planet Complete with the advanced textures (combined with the advanced textures for the 2014 MediaVPs) can easily run out of memory on 32-bit builds.
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

When you gaze long into BMPMAN, BMPMAN also gazes into you.

"I am one of the best FREDders on Earth" -General Battuta

<Aesaar> literary criticism is vladimir putin

<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. :P
<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

<IronWorks> I am useful for FSO stuff again. This is a red-letter day!
* z64555 erases "Thursday" and rewrites it in red ink

<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

 

Offline Colonol Dekker

  • HLP is my mistress
  • 213
  • Aken Tigh Dekker
    • My old squad sub-domain
 :yes:
Received and understood.


 

Offline Delta_V

  • 25
Ok, quick question regarding the 64-bit Windows builds.  Where do you put the OpenAL32.dll?

I was using the 32-bit Open AL soft (renamed as OpenAL32.dll) directly in my FS2 folder, but now that doesn't work with the 64-bit builds.  I tried putting it in System32 and syswow64, but wxlauncher would not detect it.

edit: Ok, installing it in syswow64 seems to have worked this time, but only for the 3.7.x builds.  3.8 is still giving the "OpenAL32.dll was not found error", but it is detected when I switch to 3.7.4.

edit 2: Ok, got it to work, but what I did didn't make sense. 

1) Taking the 32-bit soft_oal.dll, renaming it OpenAL32.dll, and putting it in System32 -> 3.7.4 gives "OpenAL32.dll not found" while 3.8 gives "unable to start" error. 

2) Putting the same .dll (32-bit soft_oal.dll renamed OpenAL32.dll) in syswow64 -> 3.7.4 works, but 3.8 gives "OpenAL32.dll not found"

3) Taking the 64-bit soft_oal.dll and renaming it OpenAL32.dll, and putting it in System32 -> 3.7.4 gives "OpenAL32.dll not found" while 3.8 works.

4) Putting that .dll (64-bit soft_oal renamed OpenAL32) in syswow64 -> 3.7.4 gives "unable to start" while 3.8 gives "OpenAL32.dll not found"


Using options 1) and 3) simultaneously (32-bit soft_oal.dll renamed and dropped in syswow64; 64-bit soft_oal.dll renamed and dropped in System32) seems to have both 3.8 and 3.7.4 working, with neither throwing an error message.
« Last Edit: September 19, 2017, 04:23:01 pm by Delta_V »

 

Offline DahBlount

  • 29
  • Alpine ☆ Cancer Tribulation
    • Minecraft
    • Skype
    • Steam
That's because of the weird naming conventions for driver folders on Windows, System32 is actually for all 64-bit drivers and SysWoW64 (which stands for System Windows 32 on Windows 64) holds all 32-bit drivers. So what you currently have working is the correct setup.
<Axem> yet still more insightful than #hard-light

<Axem> jad2.23 will just be cat videos

<DahBlount> So
<DahBlount> JAD2.2 is like that
<Axem> maybe
<Axem> it can be whatever you like!
<DahBlount> A Chocolate Sundae?
<Axem> sure

My models: GTF Gilgamesh - GTD Nuadha [Redesigning] - Ningirama [WIP] - GTG Zephyrus

  

Offline m!m

  • 210
I updated the FSO installer configuration files so now the new builds should be available in the installer.