Author Topic: Post-processing  (Read 60159 times)

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Offline Rodo

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I got some issues to report... I was just testing this on a regular test mission I got and it seems that motion blur is always active, and some of the ships seem to get a weird texture problem on the radar window, here's a pic of that weird radar window problem:




Here are my specs:
C:\Games\FreeSpace2\FS2_PP_R.exe -mod testing,mediavps -spec -glow -env -mipmap -nomotiondebris -noscalevid -missile_lighting -normal -3dshockwave -post_process -cache_bitmaps -dualscanlines -targetinfo -orbradar -rearm_timer -ballistic_gauge -ship_choice_3d -weapon_choice_3d -3dwarp -warp_flash -snd_preload  -ambient_factor 50 -spec_exp 11 -spec_point .6 -spec_static 1 -spec_tube .5 -ogl_spec 82 -fov .88

attached the mission file if you want it to test

the problem with the textures does not happen when the post processing option is deactivated in this very same build.


[attachment deleted by Tolwyn]
el hombre vicio...

 

Offline Kiloku

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How do I install it? I download the package, but don't know what to do with it..
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Offline asyikarea51

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Wow all those overdone effect pics in pecenipicek's post on page 5 make even the simplest explosions and jumps look like a repeat of the Capellan supernova explosion... COOL!!!! :lol:
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Offline Aardwolf

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I'd like to point out that applying bloom to the background makes it looks weird.

A solution in other games that use bloom is to use another channel (e.g. the alpha channel, if it's available) to store how much "extra" brightness stuff has... backgrounds would have no extra brightness, and glowy things (e.g. engines, or lasers, etc.) would have an alpha channel to control that...

But that might not be so easily doable in FS2.

 

Offline pecenipicek

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actually, there is an alternative... screw the texture channels. yes, it gives much more control over the effects. do you really need that actual control or would a simple table based number suffice? (a float of course)
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Offline Colonol Dekker

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Hmmm, bloom and motion blur together appear to kill my framerate :(
Campaigns I've added my distinctiveness to-
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-Battle of Neptune
-Between the Ashes 2
-Blue planet: Age of Aquarius
-FOTG?
-Inferno R1
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-Sol: A History
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Offline Kiloku

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Pleeease, someone teach me how to use it :P
Potato!

 

Offline Colonol Dekker

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Does this not cover it? :confused:


Hi,
I thought it would be nice if fs2_open supported post-processing...

Full pack (patch, builds, demo mission, shaders)
Original pack (with some bugs): Full pack

Almost everything (but HUD and some other things) is rendered to a texture (using Frame Buffer Object) and then drawn using shaders pair "post-*.sdr". This enables huge number of new effects to use in fs2_open, I've implemented the simplest ones: (de)saturation, contrast, distort noise. Additionally, now it would be easy to implement full frame motion blur.

In order to customize post-processing effects I added three new sexps: set-saturation (0% - 100%), set-contrast (from -100% to +100%), set-distort-noise (0 - 100).

I believe this patch can be improved in the area of code reusability - I'm still not very familiar with all source code and fs2_open internal architecture doesn't help. Any feedback will be appreciated.

Post-procesing requires glsl and fbo enabled and flag -post_process set.

Example Screenshots:
Saturation: 0%
Saturation: 0%, Distort Noise: 50
Saturation: 100%, Distort Noise: 50

Demo mission after 5 seconds sets saturation to 0, then after next 10 seconds sets distort noise to 50, then after 15 seconds sets saturation back to 100% and finally after 10 seconds sets contrast to +25%.
Campaigns I've added my distinctiveness to-
- Blue Planet: Battle Captains
-Battle of Neptune
-Between the Ashes 2
-Blue planet: Age of Aquarius
-FOTG?
-Inferno R1
-Ribos: The aftermath / -Retreat from Deneb
-Sol: A History
-TBP EACW teaser
-Earth Brakiri war
-TBP Fortune Hunters (I think?)
-TBP Relic
-Trancsend (Possibly?)
-Uncharted Territory
-Vassagos Dirge
-War Machine
(Others lost to the mists of time and no discernible audit trail)

Your friendly Orestes tactical controller.

Secret bomb God.
That one time I got permabanned and got to read who was being bitxhy about me :p....
GO GO DEKKER RANGERSSSS!!!!!!!!!!!!!!!!!
President of the Scooby Doo Model Appreciation Society
The only good Zod is a dead Zod
NEWGROUNDS COMEDY GOLD, UPDATED DAILY
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Offline Kiloku

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no.. I download the pack, but don't know what to do with it
Potato!

 

Offline sigtau

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Now all we need is a pixel shader for the warpout so the clipping isn't as bad.
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Offline Rodo

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no.. I download the pack, but don't know what to do with it

here's what you need to do.

place the exe's on the root directory of FS, rename them as you like.

place the .patch on the FS root directory as well.

Create a MOD folder, name the mod folder whatever you like, add a mod.ini with all the fuzz you want (with this I mean add the mediavps and anything else you want to use the mod ini) then create the data/effects and data/missions folders in the mod one.
Now place the .sdr files on the effects folder, then place the mission on the mission folder.

Run the Launcher, select the exe, activate the post-processing option in the graphics tab, and you should be ready to go.

Note that the post processing effects are activated from SEXP's so you need a custom made mission to activate-deactivate them, pecenipicek's mission works just fine.
el hombre vicio...

 
I'd like to point out that applying bloom to the background makes it looks weird.

A solution in other games that use bloom is to use another channel (e.g. the alpha channel, if it's available) to store how much "extra" brightness stuff has... backgrounds would have no extra brightness, and glowy things (e.g. engines, or lasers, etc.) would have an alpha channel to control that...

But that might not be so easily doable in FS2.
I'm affraid taht alpha channel's are generally already busy.
But you are right, i ve test it with a custom planet (a blue planet and it looks quite strange) but the same effectg applyed to sun and nebula looks good imo
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Offline pecenipicek

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no.. I download the pack, but don't know what to do with it

here's what you need to do.

place the exe's on the root directory of FS, rename them as you like.

place the .patch on the FS root directory as well.

Create a MOD folder, name the mod folder whatever you like, add a mod.ini with all the fuzz you want (with this I mean add the mediavps and anything else you want to use the mod ini) then create the data/effects and data/missions folders in the mod one.
Now place the .sdr files on the effects folder, then place the mission on the mission folder.

Run the Launcher, select the exe, activate the post-processing option in the graphics tab, and you should be ready to go.

Note that the post processing effects are activated from SEXP's so you need a custom made mission to activate-deactivate them, pecenipicek's mission works just fine.
important note, the .patch file can be safely ignored, since its just the code difference file. aka, source code which is just there for the sake of convenience.


in general, if you dont know anything about modding people, please dont use it, since it most likely wont work for you.
Skype: vrganjko
Ho, ho, ho, to the bottle I go
to heal my heart and drown my woe!
Rain may fall and wind may blow,
and many miles be still to go,
but under a tall tree I will lie!

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in general, if you dont know anything about modding people, please dont use it, since it most likely wont work for you.

A note for modders also: Please don't rely on these changes - this really is proof of concept stuff - it may not be in this form when it ends up in trunk.
Note that this is the sort of thing that Antipodes is created for, so it will end up there first.
If you haven't tested Antipodes #2 please go and do that because Hery's unified shader patch is being staged there for a little longer before going into trunk.
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Offline pecenipicek

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i did some minor testing. can you incorporate the most recent motion blur into the antipodes too? would be better to test it all together.
Skype: vrganjko
Ho, ho, ho, to the bottle I go
to heal my heart and drown my woe!
Rain may fall and wind may blow,
and many miles be still to go,
but under a tall tree I will lie!

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Offline Solatar

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I've been playing almost exclusively with this bloom build and the antipodes #2 for awhile to test. Only issue I've had with this post processing build is that if there's too much stuff on screen, the build ****s itself and just turns black. Doesn't happen too often, but some ITHOV missions caused it.

 

Offline pecenipicek

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the FBO buffer overflows itself and craps out. i believe it might be related to the number of ships on-screen or the number of textures loaded. or the overall brightness of something... in any something somewhere needs to be clamped in short.
Skype: vrganjko
Ho, ho, ho, to the bottle I go
to heal my heart and drown my woe!
Rain may fall and wind may blow,
and many miles be still to go,
but under a tall tree I will lie!

The Apocalypse Project needs YOU! - recruiting info thread.

 
Do normal maps have to be enabled/working for this to work? Or has anyone tested this on the famous ATI x1xxx cards that have had about a bagillion issues with fso? Cuz my normal maps don't work and i have an x1650pro and this doesn't work when i have normal maps disabled, and when i have normal maps enabled (which normally makes my game freeze) the game freaks out in a new fantastic way (sound continues to play, screen gets all garbled up).
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Offline pecenipicek

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if you want any of these to work, use a more recent card. its extremely unoptimised code first of all, second of all IT IS NOT, and i emphasize IT IS NOT SOMETHING THAT YOU SHOULD ACTUALLY USE OTHER THAN FOR TESTING.
Skype: vrganjko
Ho, ho, ho, to the bottle I go
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and many miles be still to go,
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Offline Solatar

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Or if you have, like me, fallen in love with some of the bloom and decided to use it on an almost regular basis, be prepared for plenty of bugs and slowdowns.