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Author Topic: Working with lighting and stopping overflow  (Read 3185 times)

Amanda_Brooks

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Re: Working with lighting and stopping overflow
« Reply #15 on: Jan 22, 15, 09:32:13 PM »

Glow was completely rewritten.  All bugs should be fixed, and it should support functionality that didn't work (or exist) before now that it's all part of the mesh shader.

Cheers

Thanks for the reply - that sounds great.

And and as you're here, do you know if there's also any kind of improvement to the way the engine handles alpha blended textures? For example, right now, without any per pixel sorting for alphas, if you have a window with some grass outside, then the alpha blended textures randomly decide which one is nearer than the other, leading to weird effects like looking through a window towards the grass, but the grass appearing to be closer to you than the window.
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Re: Working with lighting and stopping overflow
« Reply #16 on: Jan 22, 15, 09:53:11 PM »

In general, alpha blending is faster, and a bit better.  Various bugs have been fixed, and there are a number of cases where interaction between different alpha blended visuals has been improved or fixed.

However, sorting will continue to be an issue until DX11 when we will have a better solution.

That still doesn't mean that you should run wild in the streets and make tons of alpha blended objects.  Alpha blended objects are a performance killer because they have to be sorted, and the better solution while more correct, will require more GPU horsepower.

Cheers
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herb marselas
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Amanda_Brooks

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Re: Working with lighting and stopping overflow
« Reply #17 on: Jan 23, 15, 12:32:31 AM »

Well, even small improvements are good - our project is mostly set in a modern urban environment, so while we don't have the same amount of nature related alphas like grass and tree leaves that would be used in a less urban setting, we also have a lot more glass - and even though the majority of it can be done as opaque surfaces, there are also certain types of buildings, like convenience stores, car showrooms, fast food restaurants, and so on, where large plate glass windows really need to be transparent in order to look good.
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nocake

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Re: Working with lighting and stopping overflow
« Reply #18 on: Jan 23, 15, 01:36:28 AM »

However, sorting will continue to be an issue until DX11 when we will have a better solution.

No DX update with this new patch?

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Re: Working with lighting and stopping overflow
« Reply #19 on: Jan 23, 15, 11:51:06 AM »

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No DX update with this new patch?

The Quartz.d feature and change set is really, really large, and still an update to the existing architecture.

The DX11 update is part of a larger set of architectural changes to the client, including 64-bit (x64) client, and rendering execution separately threaded from the rest of the client.

Beyond scheduling, features, fixes, holidays, or anything else, it's important to us to do the required level of testing and validation before release - and, both of these releases have and will require quite a bit of both before shipping.  And, even then I'm sure we'll still have things to address due to the size of the updates.

Cheers
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herb marselas
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Amanda_Brooks

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Re: Working with lighting and stopping overflow
« Reply #20 on: Jan 23, 15, 04:20:12 PM »

So would it be accurate to say that the Quartz.d update is the foundation for the DX11 changes?
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Re: Working with lighting and stopping overflow
« Reply #21 on: Jan 23, 15, 05:45:11 PM »

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So would it be accurate to say that the Quartz.d update is the foundation for the DX11 changes?

Sure, it's the last major release milestone on the way there.

Cheers
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herb marselas
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Amanda_Brooks

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Re: Working with lighting and stopping overflow
« Reply #22 on: Jan 24, 15, 01:58:08 PM »

Is the previously mentioned new material system a part of Quartz.d, or is that going live with the DX11 update instead?
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Re: Working with lighting and stopping overflow
« Reply #23 on: Jan 24, 15, 03:59:31 PM »

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Is the previously mentioned new material system a part of Quartz.d, or is that going live with the DX11 update instead?

We have a large focus on backwards compatibility.  We try very hard not to break content, except where forced by ecosystem issues (e.g.: Microsoft dropping Windows XP or DirectMusic), or third party libraries (e.g.: SpeedTree 4 unable to exist side-by-side with SpeedTree 6).

Graphics and rendering is a great example where there are obvious and huge changes from DX9 to DX11 to DX12, especially with regards to content: what's expected, what's required, and how it looks.

Therefore, in order to keep everyone's content working, we have to provide a roadmap to move from DX9 to DX11 without everyone having to stop and redo all their game content at once because suddenly none of it works.

So, there are material improvements and changes in both Quartz.d and the initial DX11 release, and the improvements, changes, and new features will increase as successive releases are made.

There are also end-user (i.e.: your game playing customers) performance limitations we have to take into account as well in order to provide a base level of functionality to those majority of customers with down-scale hardware, while still providing scalability to higher-end hardware.

Cheers
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herb marselas
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