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Messages - trebor

#16
You can either use .tga, .jpg or .png with RBDOOM. Those textures are compressed automatically to .bimage resources if they are newer than the .bimage files.
The .bimage format is similar to .dds so you don't need .dds and the engine decides wether it is compressed to YCoCg-DXT5 or another format.
It depends on the usage in the material files. Other textures like the _currentRender are internal textures that are copied from the RGBA framebuffer.
They usually remain uncompressed for performance reasons. You can see all texture formats that are used by the console command "listImages".
#17
Vanbandama you might want to look through this topic because someone tried to render really many monsters monsters there.
In the end you will have bigger problems with the gamecode and scripting than the BFG renderer.

http://idtechforums.fuzzylogicinc.com/index.php?topic=198.0
#18
Strutt your stuff! / Re: VR: red pill or blue pill ?
March 10, 2016, 01:46:19 PM
If you are interested in VR and Doom 3 then you might want to try VR port of this Samson guy https://www.youtube.com/watch?v=p1SuZaPdTJY
#19
If the .vertex/.pixel shaders are not directly loaded by the renderer and not loaded by a used material in a level then they are not translated to GLSL.
#20
Quote from: argoon on January 13, 2016, 02:20:30 PM
Quote from: trebor 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

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.
#21
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
#22
r_forceAmbient adds quite a lot ambient light so I thought that it is a good starting point to bring SSAO into the game.

SSAO preview/comparison shots
http://imgur.com/a/eIdOA
#23
Quote from: argoon on January 01, 2016, 10:24:30 PM
Fantastic work trebor,  i just want to ask one thing, how can i tweak the ambient light?  I just think the game became to bright now, yes finally seeing detail on the shadows is very nice and have the normal maps also work on them is fantastic, but totally removing the darkness that Doom3 add is just not good to me, the game imo loses the sense of dread and becomes just a game of shooting monsters in lite corridors, because of this the lower amount of enemies encounters really become aparente now.

I also seem to have some banding problems in some lite surfaces.

My GPU - AMD R9 270X using the new 15.11 drivers

BTW didn't vanilla idtech 4 removed polys in shadow? afaik because they were pitch black anyway.  If now this is not true anymore that means the game lost one of its performance optimization tricks? And so we should expect worse performance?


edit - I should learn to read i didn't realized you literally used the r_forceAmbient  cmd, saw it on the console, it was at 0.2 i brought it down to 0.05, bang the better of both worlds, darker shadows but still able to see detail on them. :D

r_useHalfLambertLighting 0 reenables the culling of triangles that are not facing into the light's direction. However it looks crappy with Half-Lambert lighting and I think in general that traditional Lambert N*L lighting in Doom 3 just sucks.
Half-lambert fakes a bit of the amount of indirect lighting which Doom 3 is completely missing. I think the lighting in Doom 3 is completely broken after learning so much about PBR.

However the old lighting system is the result of the hardware limitations in 2004 and it was designed to even work on a Geforce 3.
#24
I admit that my HDR implemention is not optimal no matter what card you are using.

See https://github.com/RobertBeckebans/RBDOOM-3-BFG/issues/278

This is just a preview and not the final 1.1.0 release.
#25
id Tech 4 Engine Coding / Re: RBDOOM-3-BFG 1.1.0 preview
December 31, 2015, 03:17:44 PM
http://gdcvault.com/play/1015312/Light-Probe-Interpolation-Using-Tetrahedral

Another interesting source is Multi-Scale Global Illumination in Quantum Break 
http://advances.realtimerendering.com/s2015/   
#26
id Tech 4 Engine Coding / Re: RBDOOM-3-BFG 1.1.0 preview
December 31, 2015, 07:23:09 AM
That should be easy with id Tech 4. Just start at the center of each BSP area and then move to the next area portal in a certain distance.
The BSP is still kinda useful. However I already implemented some basic code. You will also be able to manually place and move env probes ingame.
#27
Haunting of Deck 12 / Re: RBDOOM-3-BFG 1.1.0 preview
December 30, 2015, 09:03:44 AM
Here is a preview how the changes look like:

http://imgur.com/a/E7MZ9
#28
id Tech 4 Engine Coding / RBDOOM-3-BFG 1.1.0 preview
December 30, 2015, 07:29:50 AM
I used the christmas holidays to add a bunch of renderer features to DOOM 3 BFG.

Here is the changelog:

- True 64 bit HDR lighting with adaptive filmic tone mapping

- Enhanced Subpixel Morphological Antialiasing
   For more information see "Anti-Aliasing Methods in CryENGINE 3" and the docs at http://www.iryoku.com/smaa/

- Filmic post process effects like Technicolor color grading and film grain

- Fixed issues with Mesa drivers and allowed them to use shadow mapping

- Defaulted fs_resourceLoadPriority to 0 so it is not necessary anymore to specify when running a modification

- Additional ambient render pass to make the game less dark similar to the Quake 4 r_forceAmbient technique << -- this was really necessary IMHO and will be improved with automatic placed cubemaps aka IBL light probes soon

I only imlemented SMAA 1x so far. It was necessary because real HDR with 16 bit floats and MSAA didn't work well with all those post process effects like heat haze.
I went into many driver problems using MSAA.
However the SMAA code is a very good starting point for the other modes like SMAA T2x which is essentially what UE4 does.


You can download it from https://dl.dropboxusercontent.com/u/22890478/RBDOOM-3-BFG/RBDOOM-3-BFG-1.1.0-preview1-win32-20151224-git-090fbf0.7z


Screenshots how it should look like:

RBDOOM-3-BFG 1.1.0 lighting preview Deltalabs 1
http://imgur.com/a/E7MZ9

RBDOOM-3-BFG 1.1.0 lighting preview Phobos 1
http://imgur.com/a/VG3KO

#29
Nice
#30
id Tech 4 Mod Coding / Re: RBDOOM3-BFG GUI system
October 12, 2015, 07:22:30 AM
I uploaded a special branch that allows you to analyse the Flash data that the BFG edition uses: https://github.com/RobertBeckebans/RBDOOM-3-BFG/tree/flash-tools

Compile and run this build and play the game. Each time a .bswf is loaded it will be exported to base/exported/swf/* to JSON, raw images contained in the render atlas and a .swf file that you can open with a Flash decompiler like JPEGXS FFdec

https://www.dropbox.com/s/8sdnaejpgig8mxs/Screenshot%202015-06-10%2017.49.19.png?dl=0

It is work in progress. The flash export is not complete and I don't want to go that route. However the JSON text files will give you a good insight how the Flash files are structured and you will be able to reimport modified JSON files soon so you can even mod this thing and change the icons or brackground shader without dealing with the entire Flash package by Adobe.

I don't have much time to explain all this stuff but I hope that it helps to understand how the Rage/BFG menu code works.