There seems to be a compatibility problem with MGE XE's d3d8.dll and the my tree leaf textures? With or without shaders, with or without generating distance lands. mge3.8.2-rev.0178 works fine. I think mge3.8.0b did this as well, but I can't remember. Perhaps somebody can recommend a compatible tree texture? I think I'm using Vurt's.
3.8.2 uses alpha-to-coverage to render distant land, while MGE XE uses alpha testing. Alpha-to-coverage dithers alpha into the multisample buffer, so there is some transparency without the hit of alpha blending. It doesn't look smooth until 8x MSAA, and the dithering pattern is pretty obvious at lower AA. Alpha test just clips at a certain alpha, also avoiding blending but clipping some of the more transparent parts away. There's a clipping threshold in the code somewhere. Blending is very slow because it involves twice the memory transfers on the GPU, and a distance sort for every visible alpha mesh on the CPU. I just find the dithering more objectionable at the moment, it can certainly be an option later.
MGE XE is most definitely faster. However, it seems to have a much lower, to the point of unnoticeable, object shadows (SSAO). With MGE shaders I can easily see shadows inbetween models of buildings that result in much better quality.
MGE Shaders: knx_SSAO_v09, DX9 HLSL HDR 4, sunshaft_v002a
MGE XE Shaders: HDR, SSAO Fast, Sunshafts, Bloom Fine
The stock knx_SSAO_v09 is pretty exaggerated (2x darkening by default), while SSAO Fast is a downscaled version. SSAO HQ is the one most directly based on knx_SSAO_v09, try that one. Tell me if the AO in HQ and Fast are comparable, if not then I'll have to revise it.
So, those are the trade-offs effecting me. Thanks for all your hard work! Would you be able to throw the fork up on SVN (or Git preferably) so I can help?
BTW, bump mapping in the d3d8.dll might be nice. There exists some for HL2/san andreas that have it.
I have a Git repo, I'll see about securing it properly before I open a port for it. Normal mapping is all but impossible to do properly, meshes need tangent frames included to resolve the normals. There's already pseudo bump mapping in the engine, and that's what people are making mods for.
How can I increase the drawdistance of the grass, so it's identical to the first screenshot?
MGE XE doesn't draw grass onto distant land like 3.8.2 does. Grass is slow to draw, and as long as you're on ground level it doesn't matter too much. It could do with better distance fading I suppose.