Hard Light Productions Forums

General FreeSpace => FreeSpace Discussion => Topic started by: torc on January 02, 2010, 06:49:22 pm

Title: updated engine?
Post by: torc on January 02, 2010, 06:49:22 pm
HI! just a little question... i think freespace is the best space sim ever made,but i wonder if is possible add some filter or post processing effect just for update  his graphic (like motion blur or depht of field) or if exist any software that can simulate this effects outside the rescript of the engine...thanks
Title: Re: engine enanched?
Post by: General Battuta on January 02, 2010, 06:54:10 pm
We have post processing effects in new builds.
Title: Re: engine enanched?
Post by: Commander Zane on January 02, 2010, 06:54:17 pm
http://www.hard-light.net/forums/index.php?topic=66752.0
Refer to this build for the standard Post-Processing, the more current Nightly builds have the option included in the Launcher, you won't get motion blur but it has Bloom.
Title: Re: updated engine?
Post by: Colonol Dekker on January 02, 2010, 06:56:09 pm
Motion blur kind of kills my framerate. But there are some REALLY useful effects in here now.
Title: Re: updated engine?
Post by: Kolgena on January 02, 2010, 06:56:22 pm
We've got bloom in the newer nightly builds that have been put out, along with a working motion-blur effect.

I'm not sure, and you'd have to ask other people, but depth-of-field might not be quite feasible with the current engine. Not only that, but because of the range of distances the game engine frequently deals with, depth of field might actually look really bad, with barely anything on the screen in focus.
Title: Re: updated engine?
Post by: torc on January 02, 2010, 06:59:29 pm
Grazie ragazzi! you're awesome! ... e solo per sapere, pensate che รจ impossibile ottenere le sfocature da movimento troppo un giorno? :)
Title: Re: updated engine?
Post by: Commander Zane on January 02, 2010, 07:00:47 pm
Actually I've never found out, is the Post-Processing data now incorporated to the newer Nightlies or is the Antipodes #4 shaders package still needed?
Title: Re: updated engine?
Post by: torc on January 02, 2010, 07:02:59 pm
antipodes exe link not work
Title: Re: updated engine?
Post by: Commander Zane on January 02, 2010, 07:10:36 pm
So it doesn't, try http://zacam.ueuo.com/fsu/FSU_and-PostProc_Shaders.7z
Title: Re: updated engine?
Post by: torc on January 02, 2010, 07:19:10 pm
thanks zane,the last question: i have copy the files in the folders, but i need to set something in the launcher or the effect should work immediately?
Title: Re: updated engine?
Post by: Commander Zane on January 02, 2010, 07:21:39 pm
If you know where the files should go then all you need to do is enable Post-Processing in the Graphics settings on the Launcher.
Title: Re: updated engine?
Post by: Colonol Dekker on January 02, 2010, 07:23:53 pm
Where's the new launcher at?
Title: Re: updated engine?
Post by: torc on January 02, 2010, 07:25:36 pm
i paste effect files in effedt folder and tables files in tables folder...have i wrong?  :doubt:
Title: Re: updated engine?
Post by: Commander Zane on January 02, 2010, 07:30:16 pm
No you have them in the right place.
Title: Re: updated engine?
Post by: torc on January 02, 2010, 07:31:54 pm
and whi i can't see the option ''enable post-processing'' in the launcher? my version is 5.5

help?
Title: Re: updated engine?
Post by: Commander Zane on January 02, 2010, 07:42:01 pm
What's your build number? Is it 3.6.10 or a 3.6.11 Nightly?
Title: Re: updated engine?
Post by: torc on January 02, 2010, 07:45:39 pm
3.6.10...ok maybe i got the problem  :lol: excuse but i am italian and is a bit difficult for me understand all
Title: Re: updated engine?
Post by: Colonol Dekker on January 02, 2010, 07:46:48 pm
So the launcher  shows/draws its toggle options from the selected .EXE?
 
That. Is. Genius.
 
Title: Re: updated engine?
Post by: Commander Zane on January 02, 2010, 07:51:04 pm
Yep.

(http://img704.imageshack.us/img704/1995/wheee.jpg)

http://www.hard-light.net/forums/index.php?topic=67272.0
And this is for the latest Nightly if you haven't picked it up already.
Title: Re: updated engine?
Post by: torc on January 02, 2010, 08:04:33 pm
thanks zane,tomorrow i'll tri and let you know...night!  :)
Title: Re: updated engine?
Post by: torc on January 03, 2010, 05:17:26 am
ok, i have installed the nighty builds, but really, i can't see the differences... can you make some screenshot just to see how post processing effect works?
Title: Re: updated engine?
Post by: Jeff Vader on January 03, 2010, 05:20:05 am
can you make some screenshot just to see how post processing effect works?
http://www.hard-light.net/forums/index.php?topic=25406.msg1327434#msg1327434
Title: Re: updated engine?
Post by: The E on January 03, 2010, 05:23:43 am
You need to start it with -post_process enabled, and you need to add -bloom x (or -bloom_factor x, I don't know exactly), with x being a number between 0 and 160 in the custom flags field. I recommend starting with 160 and going down based on your personal preference.

The other post-processing effects need to be enabled in FRED by a mission designer, IIRC.
Title: Re: updated engine?
Post by: Dragon on January 03, 2010, 05:26:00 am
Hery (the one who implemented it) put it that way:
Bloom is enabled by default.
Probably the effect is too slight so you don't notice it. Run FSO with flag -bloom_intensity 160 (or even higher but then some artifacts may occur). That should make bloom much more visible.
I'm running 160 and it works fine.
Other effects have to be enebled eithr in mission or in table, but it takes more work.
Title: Re: updated engine?
Post by: torc on January 03, 2010, 05:30:00 am
-bloom_factor 160 or bloom_intensity 160?
Title: Re: updated engine?
Post by: The E on January 03, 2010, 05:32:30 am
bloom_intensity
Title: Re: updated engine?
Post by: torc on January 03, 2010, 05:36:39 am
ok, now bloom effect work really fine! thanks guys! now it's time for motion blur!  ;7 do you know if someone are working on it?
Title: Re: updated engine?
Post by: Commander Zane on January 03, 2010, 06:08:40 am
It was tried before but was either far too laggy or too bugged to continue, unfortunately you won't be able to find that.
Title: Re: updated engine?
Post by: torc on January 03, 2010, 06:20:47 am
is a script problem? you think motion blur in freespace never see the light of the day?  :shaking:
Title: Re: updated engine?
Post by: Vip on January 03, 2010, 07:02:30 am
Actually, with the constant manoeuvres and crazy turns and whatnot, I think that motion blur would be only confusing in FS2. I mean, even now the background gets slightly fuzzy when you turn your fighter, and gives me a real headache. With motion blur, I probably wouldn't be even capable of playing it. Besides, what's so great about motion blur ? It ain't even realistic.
Title: Re: updated engine?
Post by: Commander Zane on January 03, 2010, 07:13:45 am
Ever look out the window of a car that's going 70mph with a nearby treeline? The trees look like green lines as you go past them, so I'd say it's pretty realistic at range.
Title: Re: updated engine?
Post by: Killer Whale on January 03, 2010, 07:14:59 am
not if you single out a tree and watch it as it goes zooming past, like singling out a dragon
Title: Re: updated engine?
Post by: Commander Zane on January 03, 2010, 07:18:28 am
There's that padlock target whatever-it's-called key that puts your eyepoint to whatever you're targeting so if a toggle could be made to disable the effect while using the tracking lock then you'd have that.
Either way that's getting it fairly close to what actually does happen.
Title: Re: updated engine?
Post by: torc on January 03, 2010, 07:34:04 am
well, in any case if someone doesn't like motion blur effect,can disabilitate it anytime he want, anyway, if you play crysis, seems like motion blur effect works very good in fastest game sessions too...
Title: Re: updated engine?
Post by: Dragon on January 03, 2010, 07:38:42 am
I'd like to see motion blur in FS2_Open.
Title: Re: updated engine?
Post by: Rodo on January 03, 2010, 08:17:19 am
I don't understand the people that keep saying motion blur ,bloom and all those other fancy effects are not a good idea or "make them dizzy", all modern games have those functions, how is it that you play modern era games then? or you don't?.

Title: Re: updated engine?
Post by: Dragon on January 03, 2010, 08:22:20 am
It should possible to disable some (if not all) of those features in most games, though most likely not because people may not like them, but for the sake of preformance on weaker computers.
Title: Re: updated engine?
Post by: pecenipicek on January 03, 2010, 08:29:00 am
i was one of the testers for the motion blur originally, before hery abandoned... the effect was... odd to say the least. wasnt as laggy as i tought it might be, but it was still... unsettling...

here are some screenshots, ingame you dont notice it that much but on screenshots its quite visible.

(note, these are probably the only screenshots of it around and these screens also include the "monitor" effect (scanlines), bloom and possibly "film grain")

(http://img706.imageshack.us/img706/3663/moblur1.th.jpg) (http://img706.imageshack.us/i/moblur1.jpg/)(http://img706.imageshack.us/img706/7931/moblur2.th.jpg) (http://img706.imageshack.us/i/moblur2.jpg/)
(http://img34.imageshack.us/img34/3924/moblur3.th.jpg) (http://img34.imageshack.us/i/moblur3.jpg/)(http://img705.imageshack.us/img705/2145/moblur4.th.jpg) (http://img705.imageshack.us/i/moblur4.jpg/)
(http://img85.imageshack.us/img85/8657/moblur5.th.jpg) (http://img85.imageshack.us/i/moblur5.jpg/)
Title: Re: updated engine?
Post by: Dragon on January 03, 2010, 08:35:51 am
Well, OK.
The first screen looks just weird,I assume that it's the one on which motion blur in most visible.
This is unrealistic and doesn't look good, so I think that it's not a problem that we don't have such motion blur now.
But I think that somebody should implement proper blur.
Title: Re: updated engine?
Post by: pecenipicek on January 03, 2010, 08:58:34 am
the problem is the actual implementation. ingame it doesnt even look half-bad. screenies make the situation worse than it is.

now, implementing a shader which worked with those "instanced" steps of rendering, and averaging the blur across, would make that implementation of blur a bit better, even tho its still ways off from "true" motion blur...
Title: Re: updated engine?
Post by: Rodo on January 03, 2010, 09:29:34 am
Wouldn't it be better to just have motion blur affecting moving targets in the periphery (not when spinning around the camera) rather than the hole screen?

From what I see all post processing work on the screen as a hole so I guess it's not possible to define the effects to certain parts of the screen right?
Title: Re: updated engine?
Post by: Dragon on January 03, 2010, 09:35:56 am
From what I see all post processing work on the screen as a hole so I guess it's not possible to define the effects to certain parts of the screen right?
I think you meant screen as a whole.
Title: Re: updated engine?
Post by: pecenipicek on January 03, 2010, 10:09:46 am
this is not something that will be worked on in the near future, so kindly, stop discussing it. now.
Title: Re: updated engine?
Post by: Rodo on January 03, 2010, 10:19:27 am
From what I see all post processing work on the screen as a hole so I guess it's not possible to define the effects to certain parts of the screen right?
I think you meant screen as a whole.

exactly.

this is not something that will be worked on in the near future, so kindly, stop discussing it. now.

no problem.
Title: Re: updated engine?
Post by: torc on January 03, 2010, 04:55:39 pm
ok,my question was if freespace motion blur never see the light of the day... you send me an answer,thanks  :p anyway, absolutely pretty the screenshots... i'd like to see the effect into a video or in a test build, just too see this is really bad or not
Title: Re: updated engine?
Post by: pecenipicek on January 03, 2010, 06:35:42 pm
dude. just give up. please.
Title: Re: updated engine?
Post by: torc on January 03, 2010, 06:39:01 pm
ehi man, ok! my apologize if i have touch a bad argument.... thanks anyway
Title: Re: updated engine?
Post by: Zacam on January 04, 2010, 06:35:51 am
this is not something that will be worked on in the near future, so kindly, stop discussing it. now.

Not to ruffle any feathers, but are you sure about that?
Title: Re: updated engine?
Post by: pecenipicek on January 04, 2010, 07:01:31 am
this is not something that will be worked on in the near future, so kindly, stop discussing it. now.

Not to ruffle any feathers, but are you sure about that?

http://www.hard-light.net/forums/index.php?topic=64986.msg1303108#msg1303108
&
http://www.hard-light.net/forums/index.php?topic=65953.msg1300769#msg1300769


unless hery rewrites half the engine overnight for it to be nice and optimised, then yes, i am sure about that.