Author Topic: Re: Not-so-secret Secret Project  (Read 30198 times)

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Offline H-Alien

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Re: Re: Not-so-secret Secret Project
What? Most monitors can't even display more than 60 fps.

That doesn't stop games from running faster then 60fps ;) Like I said it clearly isn't running @60 fps eventhough the fps counter says so (it stutters like 10 fps before returning normal again).

Some great shadow examples in this thread. I also noticed the extremely dark images in the tech room, however after playing a mission and returning to the tech room everything seems fine.
« Last Edit: October 06, 2011, 03:35:48 am by H-Alien »

 

Offline Kobrar44

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Re: Re: Not-so-secret Secret Project
I can see shadows are not applied to debris pieces and all light sources. Are they going to be or would it be too much computing for reasonable performance/quality?
Oh guys, use that [ url ][ img ][ /img ][ /url ] :/

 
Re: Re: Not-so-secret Secret Project

Mr_Blastman: That would be Blue Planet, likely WiH test shots.


Ahh okay.  That explains it then.  I've been saving WiH for later as the first part was sooo awesome.

 

Offline sigtau

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Re: Re: Not-so-secret Secret Project
Some missions with lots of rotating subsystems (such as the multitude of Mjolnirs in The King's Gambit) cause me quite a bit of lag, but other missions give me a steady 50-60 FPS.  Radeon 5770 here.  No bugs to speak of, other than the techroom ships appear really dark until I play a mission, then re-enter the techroom.  After re-entering the techroom, all of the ships appear to be lit.
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Offline petar91

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Re: Re: Not-so-secret Secret Project
On my specs : Athlon X2 3800+ - Geforce 8800GTS 512 - 4000 RAM  I've testing few missions on Freespace port, shadows works fine. 

To see how Shadows could be awesome, someone must do a video where a little cruiser is progressively "shadowed" by a bigger one (a leviathan by a collossus for example), as in SW Empire Strike Back when the executor's shad' other ISD : http://www.youtube.com/watch?v=RjiO-63X3dM

 :D

 

Offline Spicious

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Re: Re: Not-so-secret Secret Project
Beautiful; well done. Rotating subobjects don't seem to cast shadows on other ships though.

 

Offline Zacam

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Re: Re: Not-so-secret Secret Project
Beautiful; well done. Rotating subobjects don't seem to cast shadows on other ships though.

Really? The video shows the rotating radar dish rotating on the colossus.

Same with the nuChraybdis we have, the radar dishes cast a rotating shadow on other ships as well as itself.
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Offline Spicious

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Re: Re: Not-so-secret Secret Project
The spinning things on the Apocalypse don't cast shadows on other ships inside them for me.

 

Offline Dragon

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Re: Re: Not-so-secret Secret Project
maybe it's the Apocalypse which is bugged.

 
Re: Re: Not-so-secret Secret Project
If it was only about similarly sized ships wouldn't both the Fenris in the background have shadows on them from the Orion?  that said I don't know anything about the code so I don't have anything constructive to add...

 

Offline pecenipicek

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Re: Re: Not-so-secret Secret Project
just as a side question, how many of you have tried purging .sdr files from your effects folders?

The E and myself were testing it out and the build provided by Valathil displayed shadows only if we purgified the shader files from our effects folder. (our would in this case be the TAP stuff)

From my limited testings, it overrided any vp-contained shaders just fine, just not ones floating in effects folder.
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Offline mjn.mixael

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Re: Re: Not-so-secret Secret Project
just as a side question, how many of you have tried purging .sdr files from your effects folders?

The E and myself were testing it out and the build provided by Valathil displayed shadows only if we purgified the shader files from our effects folder. (our would in this case be the TAP stuff)

From my limited testings, it overrided any vp-contained shaders just fine, just not ones floating in effects folder.

Oh dang. I can almost guarantee that this causes my issues. I'll test and report in.

EDIT: Yup, that was it. Why does Valathil's linked built properly override external shaders though?
« Last Edit: October 09, 2011, 10:33:11 pm by mjn.mixael »
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Offline Commander Zane

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Re: Re: Not-so-secret Secret Project
I took the .sdr files out and ran it through on this Build again, those previous issues I mentioned were still occuring.

 

Offline pecenipicek

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Re: Re: Not-so-secret Secret Project
just as a side question, how many of you have tried purging .sdr files from your effects folders?

The E and myself were testing it out and the build provided by Valathil displayed shadows only if we purgified the shader files from our effects folder. (our would in this case be the TAP stuff)

From my limited testings, it overrided any vp-contained shaders just fine, just not ones floating in effects folder.

Oh dang. I can almost guarantee that this causes my issues. I'll test and report in.

EDIT: Yup, that was it. Why does Valathil's linked built properly override external shaders though?
i have no bloody clue. i know the e compiled a ant8 build for us as soon as the patch was availible and there were no shadows, or rather, the shadows were all-covering and pervasive. nothing was out of shadow, no change even when we purged .sdr files from the effects folder. only with valathil's build did  it work.

mjn: Well i dont get shadows anymore with current trunk code and vs 2010 either, only with 2011, care to elaborate? My issue is that all Ships look like they are in complete shadow in the f3 lab.

it might be tied to the above.

I took the .sdr files out and ran it through on this Build again, those previous issues I mentioned were still occuring.

What hardware are you running on? (and what issues do you have? sorry, i did not exactly follow the whole thread)
i'm assuming these are your issues, if so, i have no bloody clue :p
« Last Edit: October 09, 2011, 11:00:27 pm by pecenipicek »
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Offline mjn.mixael

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Re: Re: Not-so-secret Secret Project
I just built on Ant8 with the patch provided. Shadows worked after I purged the .sdr files.
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Offline pecenipicek

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Re: Re: Not-so-secret Secret Project
I just built on Ant8 with the patch provided. Shadows worked after I purged the .sdr files.
we didnt test much after initial release, just so you know :p
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Re: Re: Not-so-secret Secret Project
it already has been ported to thrusters. What are you guys talking about?

That's even better! :yes:

 

Offline Dragon

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Re: Re: Not-so-secret Secret Project
If it was only about similarly sized ships wouldn't both the Fenris in the background have shadows on them from the Orion? 

on similarly sized or smaller ships.

:p


Yeah, we've noticed the same issue in Diaspora when CooperHawkes was making our video. The Basestars didn't cast shadows on each other.
I can also confirm that, a large space station only casts shadows on itself, but not on any of the ships docked to it or flying around it.
As you can see:

The fighter is lit up, despite being behind the border of shadow on the station's hull.

 
Re: Re: Not-so-secret Secret Project
Are the shadows purely processor based? If so, has SCP introduced multi-thread support? I have an i7-2600 and one of its cores runs at 100% when i run the build with shadows. The Blade itself campaign of Blue Planet went down to around 1 fps. Even my GPU, though old, runs the campaign at very high framerates. What kind of calculations are used to generate shadows?

 

Offline The E

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Re: Re: Not-so-secret Secret Project
Shadows are generated using standard shadow mapping techniques, which run on the GPU for the most part.

No, FSO is not multithreaded.

No, we have not started work on making it so.

Yes, we get asked that a lot.
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