Hard Light Productions Forums

General FreeSpace => FreeSpace & FreeSpace Open Support => Topic started by: VicRattlehead on August 24, 2017, 05:46:44 am

Title: Specular lighting even without MediaVPs? Can't be disabled?
Post by: VicRattlehead on August 24, 2017, 05:46:44 am
I'm using FS2 Open 3.8.0 (also tried 3.7.4), wxLauncher 0.12 RC2, presets off, Default FS2 (All features off) and my game looks like this.

(https://s28.postimg.org/t1it8vjpp/fs2_open_3_8_0_SSE2.exe_2017-08-24-10-37-55-161.png)

It's been a while since I played FS2, and even longer since I played without MediaVPs, but I'm pretty sure it's not supposed to look this way. What could be going on?
Title: Re: Specular lighting even without MediaVPs? Can't be disabled?
Post by: The E on August 24, 2017, 06:04:42 am
What's going on is that we changed the lighting model. You get physically accurate per-pixel lighting now regardless of mods selected.
Title: Re: Specular lighting even without MediaVPs? Can't be disabled?
Post by: VicRattlehead on August 24, 2017, 06:12:19 am
Darn, I can't stand how it looks. What is the last FS2 Open version without it?
Title: Re: Specular lighting even without MediaVPs? Can't be disabled?
Post by: The E on August 24, 2017, 06:26:30 am
You can go back to the old lighting model by disabling shader support.
Title: Re: Specular lighting even without MediaVPs? Can't be disabled?
Post by: AdmiralRalwood on August 24, 2017, 06:40:59 am
You can go back to the old lighting model by disabling shader support.
Not in 3.8.0.
Title: Re: Specular lighting even without MediaVPs? Can't be disabled?
Post by: Firesteel on August 24, 2017, 12:12:00 pm
Is toggling shaders a feature that might eventually make its way back?
Title: Re: Specular lighting even without MediaVPs? Can't be disabled?
Post by: AdmiralRalwood on August 24, 2017, 12:24:47 pm
Is toggling shaders a feature that might eventually make its way back?
Exceedingly unlikely, at this point; someone would probably have to more-or-less rewrite the entire fixed function renderer.
Title: Re: Specular lighting even without MediaVPs? Can't be disabled?
Post by: Firesteel on August 24, 2017, 01:52:07 pm
Exceedingly unlikely, at this point; someone would probably have to more-or-less rewrite the entire fixed function renderer.

Ouch. As far as maintaining a retail-like experience are the 3.7 releases the best bet at this point?
Title: Re: Specular lighting even without MediaVPs? Can't be disabled?
Post by: Lykurgos88 on August 24, 2017, 03:01:58 pm
PBR should be optional anyway. I hate how it looks (except for beams which are nice). It's so out of place for Freespace.  :(

The glowing bits (glowmaps?) are especially overemphasized. It cannot be even toned down with launch parameters.
Title: Re: Specular lighting even without MediaVPs? Can't be disabled?
Post by: m!m on August 25, 2017, 02:46:17 am
Ouch. As far as maintaining a retail-like experience are the 3.7 releases the best bet at this point?
That depends on how retail-like the experience should be. If you don't need the new features of newer builds you could stick to 3.7.2 which should be closest to retail graphics but even that had per-pixel lighting so if you don't like that you need to go back further,

PBR should be optional anyway. I hate how it looks (except for beams which are nice). It's so out of place for Freespace.  :(

The glowing bits (glowmaps?) are especially overemphasized. It cannot be even toned down with launch parameters.
You're confusing PBR and HDR. PBR is not used in the majority of mods and especially not with retail data. HDR changes how glowing bits of the screen look and you can change the intensity with the -bloom_intensity command line parameter. The default value s 75.
Title: Re: Specular lighting even without MediaVPs? Can't be disabled?
Post by: Mito [PL] on August 25, 2017, 04:39:50 am
Or you can just launch the F3 lab, it allows you to change bloom intensity on the go. Just choose a vessel and use B and N to change the value (IIRC).
Title: Re: Specular lighting even without MediaVPs? Can't be disabled?
Post by: jr2 on August 25, 2017, 03:38:56 pm
Couldn't someone make a retro shader mod if they wanted to return the look to normal, or am I misunderstanding here?
Title: Re: Specular lighting even without MediaVPs? Can't be disabled?
Post by: m!m on August 25, 2017, 03:43:15 pm
Someone could do it but it will only work with one version of FSO at a time since the shaders are constantly changing in the nightly builds.

In case it's just the HDR lighting that is the problem here, that can be disabled by disabling post processing effects in the launcher.
Title: Re: Specular lighting even without MediaVPs? Can't be disabled?
Post by: AV8R on August 26, 2017, 06:13:23 pm
PBR should be optional anyway. I hate how it looks (except for beams which are nice). It's so out of place for Freespace.  :(

For some reason with the new renderer it's a bit more difficult to get that more realistic, metal look to the models' surface textures. It either looks too glossy (which looks fake/cheap) or too satin (which makes everything look "cartoonish"). If someone has some startup parameters that look pretty good with 3.8 here, could you share them?

I tried a few of the different parameters from the Wiki pages (the page with all of the various users' startup parameters and screenshots here: http://www.hard-light.net/wiki/index.php/Sample_Lighting_Settings (http://www.hard-light.net/wiki/index.php/Sample_Lighting_Settings)). I used to use ColeCampbell666's dark settings - but it just doesn't look the same anymore.

The glowing bits (glowmaps?) are especially overemphasized. It cannot be even toned down with launch parameters.

That was an eye-opener too. Prometheus bolts had big halos around them! I set the bloom intensity parameter down to 10 to get the glows under control.