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Re: What are you working on?
[Re: Superku]
#418796
03/01/13 18:33
03/01/13 18:33
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
Expert
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Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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I have to agree with Superku, the bloom overbrightens the image a lot. It's caused by the blending mode of the bloom (additive-blending). When using bloom you have to adjust it carefully to not mess up the final image.
...and if you have some experience with shaders I suggest you to stay as far away from additive-blending as possible because there's nothing which creates more overexposure than this blending technique due to the limited color-range which can be displayed.
POTATO-MAN saves the day! - Random
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Re: What are you working on?
[Re: Kartoffel]
#418797
03/01/13 18:50
03/01/13 18:50
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Joined: Feb 2012
Posts: 371
Dico
Senior Member
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Senior Member
Joined: Feb 2012
Posts: 371
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Very smooth, would need buildings and trees on side roads to make a real racing game. @Dico: It looks nice, especially the movement of the car, but sadly I have to say you destroy (!) every project of yours visually by an insane amount of bloom or blur, particularly your older projects. I have to agree with Superku, the bloom overbrightens the image a lot. It's caused by the blending mode of the bloom (additive-blending). When using bloom you have to adjust it carefully to not mess up the final image.
...and if you have some experience with shaders I suggest you to stay as far away from additive-blending as possible because there's nothing which creates more overexposure than this blending technique due to the limited color-range which can be displayed. thanks , i will try to make gameplay more clear
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Re: What are you working on?
[Re: Dico]
#418801
03/01/13 19:31
03/01/13 19:31
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
Expert
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Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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thanks , i will try to make gameplay more clear I wasn't talking about the gameplay, I was talking about the grapics. (the bloom shader) What I and Superku meant was that the bloom creates too much overexposure. As soon as something gets brighter than the maximum it results in a clipped and bad-looking color. Here's a little example: Left = overexposure, colors aren't accurate anymore. Right = colors are limited smoothly. ( I hope the effect is visible good enough )
Last edited by Kartoffel; 03/01/13 19:34.
POTATO-MAN saves the day! - Random
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Re: What are you working on?
[Re: Kartoffel]
#418804
03/01/13 19:50
03/01/13 19:50
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Joined: Feb 2012
Posts: 371
Dico
Senior Member
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Senior Member
Joined: Feb 2012
Posts: 371
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thanks , i will try to make gameplay more clear I wasn't talking about the gameplay, I was talking about the grapics. (the bloom shader) What I and Superku meant was that the bloom creates too much overexposure. As soon as something gets brighter than the maximum it results in a clipped and bad-looking color. Here's a little example: Left = overexposure, colors aren't accurate anymore. Right = colors are limited smoothly. ( I hope the effect is visible good enough ) yes i understand that , i mean by gameplay more clear , that i mean shaders on screen , i will to make it more clearly thanks Kartoffel
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Re: What are you working on?
[Re: Dico]
#418878
03/02/13 17:35
03/02/13 17:35
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
Expert
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Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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got deferred rendering working, yay While I had huge fps problems when using more than 100 lights and also incorrect lighting with my old workaround-method I'm now able to use a couple of lights more: ( 1000 lights )
POTATO-MAN saves the day! - Random
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Re: What are you working on?
[Re: ratchet]
#418884
03/02/13 19:02
03/02/13 19:02
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
Expert
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Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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It's a whole shading pipeline and no it doesn't work with official shaders unless you have enough experience to implement it, but then I suggest you to write your own, better shaders instead of using the "official" ones. Besides that it doesn't work like "normal" lighting calculations and there are no "near lights" because that's a part of the light-management system of direct-x 9 which I'm not using here because it's extremely old and you simply don't need a 8 lights per entity limit for today's games and hardware. What I'm using is much more flexible. There is no lights per entity limit and there's also no global light limit.
Last edited by Kartoffel; 03/02/13 19:05.
POTATO-MAN saves the day! - Random
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