Author Topic: Post-processing  (Read 60171 times)

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Hi Hery,

This stuff is looking fantastic, and there's been a fair bit of discussion (on IRC) amongst folks about how to get it into trunk - the first step will be staging through Antipodes, and then moving into trunk at some point after that.
Given that we're also looking at some graphics related overhaul ideas, we're being careful not to commit to anything that's going to be a pain to support over a transition or destroy a lot of work.
We'd like to hear what you think would be some good improvements/architecture changes to the rendering system, and what we'd need to change in order to more flexibly use shaders.
Given that you've changed a fair amount in order to get this working so far (AWESOME!  :D ), we'd like to keep as much as possible!

Best way to get in touch with the coders is to jump onto #scp on espernet or via PM to Goober5000, karajorma, Sushi, Echelon9, portej05, Wanderer, taylor (who did a lot of the original OpenGL implementation), or anyone else you see with an 'SCP' badge (I'm sure I've forgotten someone important).

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Offline pecenipicek

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Rejoice, for i bring screenshots!




















also, found another bug. when scripts are used for mission loading, (Like the mainhall script...), it results in a grey screen when ran with the postprocessing flag.
« Last Edit: August 13, 2009, 04:33:46 am by pecenipicek »
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Offline Tolwyn

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downloaded latest package - crash on startup:

System: Intel Quad 8200, Radeon 4670, Vista x64. Debug log attached. ;)

By the way, the effect in the above shots is totally overused. Honestly.

[attachment deleted by Tolwyn]
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Offline Nighteyes

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I think he was just trying to show it working in-game, nobody want's THIS much bloom :P

 

Offline pecenipicek

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exactly. my eyes and head still hurt at the moment XD
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Offline Tolwyn

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I wish I could test it too. :lol:

Guess it is a common ATI problem.
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Offline Hery

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Download

Motion blur: implemented :D
Unfortunately, it's not optimized yet, and you should expect unacceptable performance loss. I'm going on holidays, so I wanted to give you what I already have. Also feel free to report any problems, but keep in mind that I won't be able to fix them before 28th September.

@portej05: I'll contact you when I'm back.

 

Offline pecenipicek

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it looks nicely tho, and not much performance hit in the test scene...


i'm attaching my test mission below.

1 activates bloom
2 activates film grain
3 activates motion blur



also, take note. motion blur looks like crap when viewed in screenshots, however when viewed ingame it makes a nice effect.


even tho its a "wee" bit dizzying. i feel a bit funny at the moment so i really dont reccomend that you view it for prolonged periods.

[attachment deleted by Tolwyn]
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Offline Ace

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The film grain looks like it has interlacing. Could a version of it without interlacing be done?
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Offline pecenipicek

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you mean to make it more the way mass effect had it? that tiny barely seeable amount of grain that just added to the atmosphere?
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Offline Ace

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Yes, but this film grain also seems to have strong horizontal lines, interlacing.
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Offline Colonol Dekker

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Have you updated the link in your first post?
 
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Offline gevatter Lars

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Looking at the images above...they are kinda like modern art. Looking at the small thumbnails it kinda reminded of the inc-art style from the Streetfighter 4 trailer/intro. ^_^
Well I will try to test it with Saga as I don't have FS installed. That the stuff will be used over tbl files and flags in the launcher is a good thing.
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Offline Luis Dias

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Just jumped to say that this is frakkin brilliant. I just hope that it will be possible to make simple gradients of an effect from 0 to 1, say, in x seconds. That would bring a whole new world of possibilities to writers in SCP.

Thumbs up people!! :yes:

 

Offline DaBrain

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How can I make the motion blur effect more subtle?

I want to move the samples closer together, so there is less "scattering".



Also, is it possible to implement SSAO now?
Or distortion shockwaves for explosions?

What abour real overblending lensflares?
That's one thing I always wanted to see in FS2.
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Offline Commander Zane

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If you could get the kind of effects Nexus 2 would've had, that would be awesome.

 

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Superbloom on warp-ins could do a hell of a lot to get rid of that nasty sharp edge on the clipping plane when something jumps in.
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Offline Dark RevenantX

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The problem is: no, none of that can happen because the only thing this method can differentiate between is the UI versus the rendered frame.  Full-screen post processing effects are the only things possible, unless someone wants to go through the code and actually try to figure out a reliable way to layer the effects.  Something like that, though, is going to be horrendously difficult to accomplish, and will result in a huge video memory drain.

Edit: About the motion blur, is there a way to change the algorithm so that it takes into account your framerate?  The blur should be strengthened for high framerates and lowered for low framerates (step size difference) - this will consume more vram though.  For a true Crysis-quality motion blur you'll need to do more than that, though, and this hack won't be sufficient - unless you have an ungodly huge amount of video memory.
« Last Edit: August 22, 2009, 07:27:31 pm by Dark RevenantX »

 

Offline Rodo

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just tested it, it works just fine... a nice adding guys ^^

PD: pecenipicek, next time add options to turn off some of the effects if possible :D


Edit:

dammit! it looks like a setekh's piece of work..

« Last Edit: August 22, 2009, 07:54:13 pm by Rodo »
el hombre vicio...