Please use english language
It is currently 26 Feb 2020, 08:22

All times are UTC


Forum rules


new topics are not allowed in this subsection, only replies.




Post new topic Reply to topic  [ 160 posts ]  Go to page Previous  1 ... 7, 8, 9, 10, 11, 12, 13 ... 16  Next
Author Message
PostPosted: 28 Feb 2014, 12:59 
Offline
*blah-blah-blah maniac*
User avatar

Joined: 30 Jan 2012, 13:18
Posts: 528
Marty McFly wrote:
Ok fair enough, but I'm not the only shader guru for SA, I think we'll be able to make use of this stuff. At least HBAO should be possible, I already managed SSAO before you implemented it in binary, though it was extremely slow because of the way it had to detect surfaces, if could have made use of the normal sampler or would have been much faster..

Some other shader gurus, some more advanced than me, some not, also would like these matrices and sampler...will you implement it please, or not? Just because some of my own ideas aren't possible doesn't mean that people won't take any advantage out of this new stuff so it's not wasted time. The more we can fiddle around with our own shaders the less we have to ask you to implement new ones into binary.


Top
 Profile  
 
Tomoko
PostPosted: 02 Mar 2014, 08:47 
Offline
*blah-blah-blah maniac*
User avatar

Joined: 27 Dec 2011, 08:53
Posts: 14816
Location: Russia
Listen, the problem is not in lack of data. You can't make effects based on that, because many objects are transparent and don't have normals, the sky will look bad as it's differ by many properties, etc etc etc. I making a lot of tricks to reduce artifacts of all kind. From other side, you can't do effects which you mentioned, because their computation require many passes with several different by format and size render targets.

_________________
i5-4690k, 16Gb RAM, GTX 1060 6Gb, X-Fi Titanium, Win7 x128
I am INFP, not the brutal, godamnit.


Top
 Profile  
 
PostPosted: 02 Mar 2014, 09:05 
Offline
*blah-blah-blah maniac*
User avatar

Joined: 30 Jan 2012, 13:18
Posts: 528
Ok if you say so, you'll have to know it best. Any other plans for 0.248 in the future? It seems that the AMD bug is fixed.


Top
 Profile  
 
PostPosted: 02 Mar 2014, 09:22 
Offline
*blah-blah-blah maniac*
User avatar

Joined: 27 Dec 2011, 08:53
Posts: 14816
Location: Russia
Don't know yet, tried to fix motion blur timing issues, still no luck.

_________________
i5-4690k, 16Gb RAM, GTX 1060 6Gb, X-Fi Titanium, Win7 x128
I am INFP, not the brutal, godamnit.


Top
 Profile  
 
PostPosted: 04 Mar 2014, 03:31 
Offline

Joined: 24 Jan 2014, 08:28
Posts: 5
Nice work sir! Also, maybe u can fix the reflection? Because that's reflect may cause the car transparant ( maybe adding options reflection flip )

then, good work and good luck!


Top
 Profile  
 
PostPosted: 04 Mar 2014, 12:03 
Offline
*blah-blah-blah maniac*
User avatar

Joined: 27 Dec 2011, 08:53
Posts: 14816
Location: Russia
I don't have transparency bugs, so can't fix.

_________________
i5-4690k, 16Gb RAM, GTX 1060 6Gb, X-Fi Titanium, Win7 x128
I am INFP, not the brutal, godamnit.


Top
 Profile  
 
PostPosted: 09 Mar 2014, 02:41 
Offline

Joined: 24 Jan 2014, 17:46
Posts: 7
Marty McFly wrote:
Ok if you say so, you'll have to know it best. Any other plans for 0.248 in the future? It seems that the AMD bug is fixed.


Just wanted to say the AD shadow bug isnt fixed yet, when shadows are turned on the sky isnt all black but all almost everything is outlined by a black line...

[spoiler]
Image

Image

Image

Image

Image

Image

Image
[/spoiler]

P.s. if you're an admin and you can make a spoiler box for the pics, do it... Thanks!


Top
 Profile  
 
PostPosted: 14 Mar 2014, 09:54 
Offline

Joined: 19 Feb 2013, 01:16
Posts: 12
Yeah, I get the same bug, as being an ATi user.

No point in reporting it though. Boris says he can't fix the bug, as he doesn't get it himself. Which I guess is fair enough.
Previous versions didn't have this bug for me though.


Top
 Profile  
 
PostPosted: 15 Apr 2014, 14:34 
Offline
*blah-blah-blah maniac*
User avatar

Joined: 30 Jan 2012, 13:18
Posts: 528
Old versions of the mod had shadow blur range as enb.ini option; mind adding it in 0.248? Default shadow blur range is a bit too high in my opinion...


Top
 Profile  
 
PostPosted: 28 Apr 2014, 23:01 
Offline

Joined: 28 Apr 2014, 22:26
Posts: 2
http://imgur.com/m362H9o,4YIvok8,W9KMek ... BD,7nES2r3

reflections aren't reflections... only the continuation of what's beyond the car. Is this supposed to happen?


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 160 posts ]  Go to page Previous  1 ... 7, 8, 9, 10, 11, 12, 13 ... 16  Next

All times are UTC


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Powered by phpBB® Forum Software © phpBB Group