Author Topic: RBDOOM-3-BFG 1.1.0 preview  (Read 16981 times)

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romulus_ut3

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Re: RBDOOM-3-BFG 1.1.0 preview
« Reply #30 on: January 09, 2016, 09:58:08 PM »
Stupid question. Can there be an AMD friendly Soft Shadowing be implemented? For example GTA V has AMD's CHS, which is probably better optimized for AMD. Though it's for DirectX 11 and this is OpenGL for which AMD is simply notorious as far as drivers are concerned.

trebor

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Re: RBDOOM-3-BFG 1.1.0 preview
« Reply #31 on: January 12, 2016, 04:29:24 PM »
SSAO has a bad quality and HBAO is too expensive. I implemented a relatively new algorithm by a Nvidia research group: http://graphics.cs.williams.edu/papers/SAOHPG12/
I use a newer version from 2014. The image quality would usually cost up to 16 milliseconds each frame but with a killer optimization it can be achieved in 2-3 ms.

Results: http://imgur.com/a/zjecr

motorsep

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Re: RBDOOM-3-BFG 1.1.0 preview
« Reply #32 on: January 12, 2016, 05:33:49 PM »
SSAO has a bad quality and HBAO is too expensive. I implemented a relatively new algorithm by a Nvidia research group: http://graphics.cs.williams.edu/papers/SAOHPG12/
I use a newer version from 2014. The image quality would usually cost up to 16 milliseconds each frame but with a killer optimization it can be achieved in 2-3 ms.

Results: http://imgur.com/a/zjecr

The AO-only images look really cool! The game is dark in general, so I am guessing the effect is subtle in dark scenes (at least on those screenies).

Yeah, I remember that one - the sample build from their website overheated my GPU and PC shut down :P

I am guessing SSAO and derivatives (of good quality) are expensive in general :(

argoon

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Re: RBDOOM-3-BFG 1.1.0 preview
« Reply #33 on: January 13, 2016, 02:20:30 PM »
SSAO has a bad quality and HBAO is too expensive. I implemented a relatively new algorithm by a Nvidia research group: http://graphics.cs.williams.edu/papers/SAOHPG12/
I use a newer version from 2014. The image quality would usually cost up to 16 milliseconds each frame but with a killer optimization it can be achieved in 2-3 ms.

Results: http://imgur.com/a/zjecr

Taking out the normal OpenGL performance hit how does this AO algoriyhm run on a AMD card?


trebor

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Re: RBDOOM-3-BFG 1.1.0 preview
« Reply #34 on: January 13, 2016, 07:07:22 PM »
SSAO has a bad quality and HBAO is too expensive. I implemented a relatively new algorithm by a Nvidia research group: http://graphics.cs.williams.edu/papers/SAOHPG12/
I use a newer version from 2014. The image quality would usually cost up to 16 milliseconds each frame but with a killer optimization it can be achieved in 2-3 ms.

Results: http://imgur.com/a/zjecr

Taking out the normal OpenGL performance hit how does this AO algoriyhm run on a AMD card?

We will see :)

I tweaked the HDR tone mapping in the meantime: http://imgur.com/a/dKfLH
There you can see the difference between real 16-bit precision HDR true colors and the old crap and how important it is to accumulate the lights in linear RGB color space.
This is gamma-correct rendering now.

Chromatose

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Re: RBDOOM-3-BFG 1.1.0 preview
« Reply #35 on: January 14, 2016, 07:56:09 PM »
Wow, I'm kind of amazed at the difference between the two.  I was vaguely aware that Id originally used Blinn-phong shading because of performance consideration, but it never really hit home how much of a difference just having correct tonemapping could make.  Especially in the first image where with default settings, the two marines look like they're made of plastic, but with proper tonemapping they suddenly look halfway convincing.

romulus_ut3

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Re: RBDOOM-3-BFG 1.1.0 preview
« Reply #36 on: January 19, 2016, 01:14:22 PM »
Today I compiled the whatever there's in the master branch and found totally gibberish graphics being displayed on an AMD card..

motorsep

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Re: RBDOOM-3-BFG 1.1.0 preview
« Reply #37 on: January 20, 2016, 10:13:59 AM »
@trebor: is this what you used for SSGI http://graphics.cs.williams.edu/papers/DeepGBuffer14/ ?

Btw, is Vulkan already supported in drivers for Intel/Nvidia/AMD for Win 7 and newer (and Linux and OSX) ?

Also, on the subject of Vulkan API, http://www.phoronix.com/scan.php?page=news_item&px=AMDGPU-Vulkan-Driver-Only

2ton

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Re: RBDOOM-3-BFG 1.1.0 preview
« Reply #38 on: January 21, 2016, 08:10:58 AM »
I read that bit of news on phoronix the other day too. A little worrying, especially when you have 3 amd cards, none (to my knoledge) are 1.2. Still though, it might not meant that non amdgpu cards are completely out in the dark though.

trebor

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Re: RBDOOM-3-BFG 1.1.0 preview
« Reply #39 on: April 11, 2016, 02:46:31 AM »
I uploaded new binaries so you can test the latest HDR implementation.

https://github.com/RobertBeckebans/RBDOOM-3-BFG/releases/tag/1.1.0-preview3

bitterman

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Re: RBDOOM-3-BFG 1.1.0 preview
« Reply #40 on: July 13, 2016, 12:12:22 PM »
In last RBDoom on Github I see:

Quote
blender/scripts/addons

What is it? What is mean "export map json"?

Don't see any info in readme.

Thanks.