Author Topic: Deferred Lighting and soft shadows  (Read 68813 times)

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Offline Spoon

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Re: Deferred Lighting and soft shadows
The one you gave me (multilock_11167)
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Offline Swifty

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Re: Deferred Lighting and soft shadows
I don't know. I'm not noticing those issues on my machine. What video card do you have?

 

Offline Spoon

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Re: Deferred Lighting and soft shadows
GTX 760
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[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline Swifty

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Re: Deferred Lighting and soft shadows
Anybody else notice this phenomenon? I've been taking screenshots and blowing them up in image editors but I can't really find anything.

 

Offline DahBlount

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Re: Deferred Lighting and soft shadows
It happens for me as well. Using an R9 290x.

I've noticed that lowering the bloom a lot can mitigate it somewhat but it's almost always there.
<Axem> yet still more insightful than #hard-light

<Axem> jad2.23 will just be cat videos

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<DahBlount> JAD2.2 is like that
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My models: GTF Gilgamesh - GTD Nuadha [Redesigning] - Ningirama [WIP] - GTG Zephyrus

 
Re: Deferred Lighting and soft shadows
I see these artifacts too. First I thought it's maybe driver's fault but seems not.
AMD 6650M and Catalyst 14.4.
I used build shadows_11109.

Flak explosions in left lower corner. Beam looks normal...


...now not


Around white stripes

 

Offline Swifty

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Re: Deferred Lighting and soft shadows
Can you guys turn off deferred lighting and see if the artifacts still occur?

 
Re: Deferred Lighting and soft shadows
Effect the same like on pics.
I tried:
- disabled deffered lighting but enabled shadows,
- disabled shadows but enabled deffered lighting,
- disabled both.

Last one is weird, because it should back to standard behaviour, isn't it?


In the end I tried standard nightly 11169 and I don't see artifacts.

 

Offline Swifty

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Re: Deferred Lighting and soft shadows
Also try turning off geometry shaders for effect rendering. Look in the Troubleshooting tab.

 

Offline AdmiralRalwood

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Re: Deferred Lighting and soft shadows
Maybe also see what happens if you turn off post-processing?
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Re: Deferred Lighting and soft shadows
Yeah, turning off post-processing did trick (deferred lighting and shadows - on). No more strange beams or artefacts around flak explosions or white stripes.
« Last Edit: November 06, 2014, 05:44:06 pm by tomimaki »

 

Offline Swifty

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Offline DahBlount

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Re: Deferred Lighting and soft shadows
It occurs on all of them.
<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 Swifty

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Re: Deferred Lighting and soft shadows
Okay I figured out the issue. I made some changes to the blur shader in post processing that reduces the number of texture fetches required to perform the gaussian blur. But I guess I didn't implement it correctly. In any case, I replaced it with the older version of the blur shader.

 

Offline Luis Dias

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Re: Deferred Lighting and soft shadows
So no speed optimizations on that front then? :/

 

Offline Kolgena

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Re: Deferred Lighting and soft shadows
Shame. Should have figured out a way to stretch out those "artifacts" more and called them anamorphic lens flares :P

 

Offline Spoon

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Re: Deferred Lighting and soft shadows
Hoorah for fixes  :yes:
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline Swifty

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Re: Deferred Lighting and soft shadows
http://www.mediafire.com/download/jgt58g0q7il86sk/shadows_11167.zip

  • Fixed fixed function rendering.
  • Fixed bloom.
  • Extended smarter transparency rendering to all submodels.
  • Fixed issue where the bitmap lookup code would return the wrong texels when giving it negative UV coordinates which prevented transparencies from rendering properly on some models.

 

Offline Axem

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Re: Deferred Lighting and soft shadows
Could we get a patch for us with largely nefarious goals? :)

 

Offline Erkhyan

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Re: Deferred Lighting and soft shadows
Sorry if this problem has been reported before, but this build (I’ve tested 10506 R2, 11109 and 11167) has trouble displaying the 2014 mediaVPs version of the GTI Arcadia on my computer.

Disabling or enabling deferred lighting, shadows or FXAA antialiasing, in any combination, doesn’t fix the problem. I haven’t encountered this issue on the 3.7.2 RCs, either.

My computer config is a Core i3 2100, 8gb RAM, GTX 560, Win7 64.