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Deferred Shading

Started by raynorpat, August 27, 2014, 11:09:13 PM

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raynorpat

Hey all,

I have yet to see anyone do any real work on optimizing the original Doom 3's renderer for modern systems. I have set out to do just that.

I forked dhwem3 on GitHub: https://github.com/raynorpat/dhewm3. It uses a subset of Tr3B's BFG framebuffer code as well.
Pics are over here of the gbuffer construction: http://imgur.com/a/gkTMW

It's still a WIP. Forward Shading is broken and the deferred lighting suffers from a lack of attenuation and shadows of course.

Zombie

Great start!

Just want to clarify, is this for BFG or Vanilla D3?

raynorpat

Thanks,

This is for plain old vanilla d3.

Zombie

That is great news!

Are there any nifty rendering features planned in the pipe? Like AO etc etc?

tron

Awesome!

Really interested to see what comes of this.

motorsep

Why not BFG ? More complex than idTech 4 ?

VGames

Will this be compatible with Sikkmod???
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

motorsep

Quote from: VGames on August 28, 2014, 10:46:44 AM
Will this be compatible with Sikkmod???

Most likely not, since he uses GLSL backend.

Zombie

Quote from: VGames on August 28, 2014, 10:46:44 AM
Will this be compatible with Sikkmod???

If this is done well, we won't need sikkmod.

New more effecient shaders can be written.

VGames

That sucks. I was hoping this could help out our PC's to better use some of the extremely tasking features in Sikkmod such as soft shadows.

Any way to make this compatible with Sikkmod or would it require a complete overhaul for Sikkmod.
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

Zombie

Quote from: VGames on August 28, 2014, 11:53:44 AM
That sucks. I was hoping this could help out our PC's to better use some of the extremely tasking features in Sikkmod such as soft shadows.

Any way to make this compatible with Sikkmod or would it require a complete overhaul for Sikkmod.

With a defered renderer you'd want to have shadow maps instead of stencil shadows, stencil shadows are old nad outdate now.

raynorpat

Quote from: Zombie
Are there any nifty rendering features planned in the pipe? Like AO etc etc?
Not yet, but any screen space effect that requires something from the gbuffer (depth, normals, etc) would be dead simple to do.

Quote from: motorsep
Why not BFG ? More complex than idTech 4 ?
Tr3B's got the BFG market ;) Plus it was easier working in this renderer vs BFG.

Quote from: VGames
Any way to make this compatible with Sikkmod or would it require a complete overhaul for Sikkmod.
Negatory. It would indeed require an overhaul due to the different way of shading.

VGames

Got ya. Well good luck man. This kind of work is beyond me. So I'll stick with Sikkmod in my mod. Can't wait to see what u end up with.
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

Zombie

Quote from: raynorpat on August 28, 2014, 12:44:28 PM
Quote from: Zombie
Are there any nifty rendering features planned in the pipe? Like AO etc etc?
Not yet, but any screen space effect that requires something from the gbuffer (depth, normals, etc) would be dead simple to do.

Quote from: motorsep
Why not BFG ? More complex than idTech 4 ?
Tr3B's got the BFG market ;) Plus it was easier working in this renderer vs BFG.

Quote from: VGames
Any way to make this compatible with Sikkmod or would it require a complete overhaul for Sikkmod.
Negatory. It would indeed require an overhaul due to the different way of shading.

If you have a paypal account I would definitely donate some coin if we could get some AO(with some sort of material control too, color, width etc), shadow maps(with shadow color and strength etc), and specular with gloss control in the alpha channel.

That'd make for a solid foundation to make great custom content for I think.

nbohr1more

Great work!!!

This is fully deferred or some LiDR implementation?