gameboy Posted June 4, 2018 Report Share Posted June 4, 2018 Are you kidding me( @Lion.Kanzen ), that guy he did build a normal line, he realized FXAA, but he failed when he realized MSAA, and I think his code can help my friend aeonios. https://trac.wildfiregames.com/ticket/3640 This is the code he implements, my friend, you can take the time to see it. Maybe it can help you. Thank you! Quote Link to comment Share on other sites More sharing options...
vladislavbelov Posted June 4, 2018 Report Share Posted June 4, 2018 47 minutes ago, aeonios said: I'm considering implementing a variant of FXAA using depth and normals to exclude any non-geometric edges. I attached FXAA examples earlier, and textures are a little bit blurry (even with depths and normals). And as you said: On 4/16/2018 at 11:13 PM, aeonios said: FXAA is probably a bad choice though. It has a bad tendency to blur everything into oblivion, especially for small units or anything with a complicated texture. It's also potentially very expensive, especially when it's hitting false positives and blurring things that it shouldn't be. Making the FXAA not blurry at all may be expensive. Quote Link to comment Share on other sites More sharing options...
aeonios Posted June 4, 2018 Author Report Share Posted June 4, 2018 23 minutes ago, vladislavbelov said: I attached FXAA examples earlier, and textures are a little bit blurry (even with depths and normals). And as you said: Making the FXAA not blurry at all may be expensive. Probably not more expensive than MSAA. We're talking 50% more memory and bandwidth to read/store normals vs 300% more for a multisampled texture. The depth/normals test also provides an early exit for FXAA which ought to reduce the memory bandwidth it uses, probably, and definitely reduce compute costs. 1 Quote Link to comment Share on other sites More sharing options...
gameboy Posted June 5, 2018 Report Share Posted June 5, 2018 (edited) https://code.wildfiregames.com/D1486 @aeonios I tested the patch, and when I started the game, the game had the wrong message: ERROR: CCacheLoader failed to find archived or source file for: "shaders/effects/postproc/HDR.xml" ERROR: Failed to load effect 'postproc/HDR' ERROR: CCacheLoader failed to find archived or source file for: "shaders/effects/postproc/HDR.xml" ERROR: Failed to load effect 'postproc/HDR' Edited June 5, 2018 by gameboy Quote Link to comment Share on other sites More sharing options...
aeonios Posted June 5, 2018 Author Report Share Posted June 5, 2018 19 minutes ago, gameboy said: https://code.wildfiregames.com/D1486 @aeonios I tested the patch, and when I started the game, the game had the wrong message: ERROR: CCacheLoader failed to find archived or source file for: "shaders/effects/postproc/HDR.xml" ERROR: Failed to load effect 'postproc/HDR' ERROR: CCacheLoader failed to find archived or source file for: "shaders/effects/postproc/HDR.xml" ERROR: Failed to load effect 'postproc/HDR' check that directory. The file name is probably wrong. For some unknown reason tortoiseSVN is a piece of crap and can't handle things like name changes properly. Quote Link to comment Share on other sites More sharing options...
gameboy Posted June 5, 2018 Report Share Posted June 5, 2018 (edited) @aeonios I checked that directory. Need a HDR.XML in directory: shaders/effects/postproc, I do not have this file, this error always appears, and then the game crashes. Edited June 5, 2018 by gameboy Quote Link to comment Share on other sites More sharing options...
aeonios Posted June 5, 2018 Author Report Share Posted June 5, 2018 38 minutes ago, gameboy said: @aeonios I checked that directory. HDR directory does not exist. I may need to create a HDR directory. It's not a directory. It's a file in mods/public/shaders/effects/postproc. It should be called HDR.xml, with those caps. Quote Link to comment Share on other sites More sharing options...
gameboy Posted June 5, 2018 Report Share Posted June 5, 2018 (edited) @aeonios When I opened this function, I had this problem: Edited June 5, 2018 by gameboy Quote Link to comment Share on other sites More sharing options...
aeonios Posted June 5, 2018 Author Report Share Posted June 5, 2018 (edited) 5 minutes ago, gameboy said: @aeonios When I opened this function, I had this problem: Hmm. What kind of graphics card are you using, what OS and what drivers? EDIT: Also, did you recompile pyrogenesis? Edited June 5, 2018 by aeonios Quote Link to comment Share on other sites More sharing options...
gameboy Posted June 5, 2018 Report Share Posted June 5, 2018 Also, did you recompile pyrogenesis? yes. My operating system is WIN10 64bit, and the graphics card is GTX750M. Quote Link to comment Share on other sites More sharing options...
aeonios Posted June 5, 2018 Author Report Share Posted June 5, 2018 4 minutes ago, gameboy said: Also, did you recompile pyrogenesis? yes. My operating system is WIN10 64bit, and the graphics card is GTX750M. I have a suspicion. Try dropping this into mods/public/shaders/glsl: terrain_common.fs Quote Link to comment Share on other sites More sharing options...
gameboy Posted June 5, 2018 Report Share Posted June 5, 2018 @aeonios My friend, I used the files you gave and tested the problem: Quote Link to comment Share on other sites More sharing options...
aeonios Posted June 5, 2018 Author Report Share Posted June 5, 2018 Ok keep in mind I only changed the terrain shader, and as you can see it's only models that still have the weird black effects showing up so it worked. The downside is that the bit I removed is what gives the shadows a smooth, gaussian-like falloff. I need to figure out what part of it is screwing up. Try this, same thing: terrain_common.fs Quote Link to comment Share on other sites More sharing options...
gameboy Posted June 5, 2018 Report Share Posted June 5, 2018 @aeonios I really hope that you can find the root cause of the mistake as soon as possible. Good luck, my friend. Thank you for your help. Quote Link to comment Share on other sites More sharing options...
gameboy Posted June 5, 2018 Report Share Posted June 5, 2018 @aeonios My friend, my file is damaged: dof_hdr.fs, can you provide a copy of this document? Thank you! Quote Link to comment Share on other sites More sharing options...
aeonios Posted June 5, 2018 Author Report Share Posted June 5, 2018 Just now, gameboy said: @aeonios My friend, my file is damaged: dof_hdr.fs, can you provide a copy of this document? Thank you! Yeah sure. dof_hdr.fs Quote Link to comment Share on other sites More sharing options...
aeonios Posted June 5, 2018 Author Report Share Posted June 5, 2018 1 hour ago, gameboy said: @aeonios I really hope that you can find the root cause of the mistake as soon as possible. Good luck, my friend. Thank you for your help. I think I figured out how to fix the shadow artifacts, probably. Try this: model_common.fs terrain_common.fs Quote Link to comment Share on other sites More sharing options...
gameboy Posted June 5, 2018 Report Share Posted June 5, 2018 @aeonios I tested it again, but I found a problem: when I opened the option: soft shadows, the shadow became blurred, and when I closed it, the shadow became clear, my God, what's the matter? Quote Link to comment Share on other sites More sharing options...
aeonios Posted June 5, 2018 Author Report Share Posted June 5, 2018 Just now, gameboy said: @aeonios I tested it again, but I found a problem: when I opened the option: soft shadows, the shadow became blurred, and when I closed it, the shadow became clear, my God, what's the matter? It's supposed to be blurry. If it looks wrong post a screenshot. Quote Link to comment Share on other sites More sharing options...
gameboy Posted June 5, 2018 Report Share Posted June 5, 2018 (edited) @aeoniosOK, my friend! Edited June 5, 2018 by gameboy Quote Link to comment Share on other sites More sharing options...
aeonios Posted June 5, 2018 Author Report Share Posted June 5, 2018 5 minutes ago, gameboy said: @aeoniosOK, my friend! Yes, that's what it's supposed to look like. I see that the issue with black artifacts is gone also. Newer cards seem to dislike having 0 as an input to the power function. Quote Link to comment Share on other sites More sharing options...
gameboy Posted June 5, 2018 Report Share Posted June 5, 2018 @aeonios No, the black on the building has not disappeared. Sorry, please forgive my question: when will you fix this problem? Quote Link to comment Share on other sites More sharing options...
aeonios Posted June 5, 2018 Author Report Share Posted June 5, 2018 3 minutes ago, gameboy said: @aeonios No, the black on the building has not disappeared. Sorry, please forgive my question: when will you fix this problem? Did you add the new files I posted above? Also don't take screenshots with the freaking settings window open, I can't see what's even going on. Quote Link to comment Share on other sites More sharing options...
gameboy Posted June 5, 2018 Report Share Posted June 5, 2018 @aeonios yes, my friend! Quote Link to comment Share on other sites More sharing options...
aeonios Posted June 5, 2018 Author Report Share Posted June 5, 2018 4 minutes ago, gameboy said: @aeonios yes, my friend! Alright try this: model_common.fs terrain_common.fs Quote Link to comment Share on other sites More sharing options...
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