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Messages - Chromatose

#1
Regarding LOD, I have no clue how difficult it would be to backport such a feature, but to the best of my knowledge, The Dark Mod implemented an LOD system for models a while back.
#2
Quote from: motorsep on January 16, 2016, 05:14:35 PM
What are the AAA projects that already out on PC/consoles which use both third-person and first person perspective (switchable during gameplay)?

The whole idea of seamless 1st/3rd-person perspective is cool, but there are a lot more games that are purely 1st-person but still use full-body awareness.  Starbreeze did it with the Riddick games and the Syndicate reboot, as well as Mirror's Edge, Alien: Isolation, Halo 2, 3, ODST, Reach, 4, Destiny, Crysis, etc.  In my humble opinion, being able to view your protagonist's body in a game adds a lot to your 'presence' in a game world - especially in Riddick and ME.  Just having your viewport attached to an animated character and all the little movements that adds really add to the immersion.  Sure, I imagine it's the sort of thing that would make Quake deathmatch purists barf, but depending on the design of whatever game / mod you're working on, this sort of trick could be hugely beneficial.
#3
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.
#4
Quote from: nbohr1more on January 05, 2016, 11:31:09 PM
The only thing I wonder about is whether it would be too expensive to adjust normal map projections in the shader to accommodate the new geometry without distortion.
Of course that's only a concern if you bother to render normal maps on top of tessellated geometry rather than just using tessellation in place of normal maps.

I was kind of under the impression by what Treb was talking about on the issue tracker was that you'd just have a displacement map defined in your material, which would feed either your normals or tessellation depending on setup, so it would be an either-or type of affair.

Quote from: nbohr1more on January 05, 2016, 11:31:09 PM
Good Tessellation (or Parallax) is a subtle effect and will give a scene an almost intangible improvement and (in the case of Tessellation)
you'll also get a performance boost due to more efficient LOD management.

Yeah, I think that's what I love so much about Doom III's S-POM implementation.  The effect was nigh intangible, and I couldn't tell what was making the new textures look so grounded in the rest of the world until I realised that they were all self-shadowing and occluding correctly.  It was a pretty incredible effect insofar as it didn't really 'stick out', but just made everything look way more convincing.
#5
Oh man RBD3BFG has come on hugely since I last tried.  Awesome stuff!
I've just been browsing the issue tracker on GitHub and I've noticed you have plans to support PBR-conformant materials, which is super exciting.  One question I did have is regarding the decision to eventually utilise displacement-mapping/tessellation.  I totally respect that the parallax-based method that Doom III modders have used up until now is a bit of a nightmare in terms of shader complexity, so please don't think I'm just having a moan about not implementing it; but the examples of tessellation-based displacement I've seen have absolutely butchered performance and looked really of weird and ugly.  Firing up Unigine Heaven and watching rock faces warp around as they adjusted complexity was genuinely a bit nauseating haha.

It could just be that I'm looking at bad examples, mind you.  I suppose I was wondering if it was something you'd toyed with yet, and if so, do you reckon it could work to the same extent that, for instance, modded DIII currently does parallax?
#6
Welcome! / Hey everybody!
January 04, 2016, 12:14:49 PM
Long-time lurker on this board, long-time Doom 3 / Quake 4 afficionado.  Figured it was about time that I damn well learned and contributed.  Some of the stuff being put out at the moment is pretty amazing!