Shelter from Magnus' Blaze 2

Post » Tue May 03, 2011 8:19 am

The view distance is allready maxed out in the ingame-settings... :/
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Skivs
 
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Post » Mon May 02, 2011 8:56 pm

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.
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Catherine Harte
 
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Post » Tue May 03, 2011 1:38 am

I've installed this and I must say the shadows are nice.

Performance wise, its better inside than Phal's 186 by 10fps on my system! Outside, sadly, its the same 12fps everywhere. I'm going to have to figure out why my Dual Core E6600 system struggles with the game with Distant Land so much. I suspect the 8600 GTS is the culprit, but I thought the card was holding up decently until I played the 9 year old Morrowind with all the bells and whistles (hah).

As for bugs, I've got a strange one. With MGE XE, the boat for Siege at Firemoth that is docked in Seyda is missing....but the shadows for it are on the water. I can swim/water walk through where the boat is supposed to be. I'll back it out to 176 to verify its nothing else, but I haven't done anything other than the XE swap in several days.
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Joey Avelar
 
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Post » Tue May 03, 2011 5:15 am

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.


Thank you for the insight. I need compatible trees!

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.

Ah, perhaps it is exaggerated, but I think it looks MUCH better TBH. Perhaps not realistic, but it helps shave off some age on the game's poor shadowing and models.
MGE: https://dl.dropbox.com/u/18343209/vlcsnap-2011-01-09-19h28m15s14.png
MGE XE: https://dl.dropbox.com/u/18343209/vlcsnap-2011-01-09-19h26m46s120.png

I suppose I can go and try reversing the changes making it too subtle.

This brings me to my last question: It doesn't appear that Mipmap LOD bias is working in that MGE XE screenshot (I have the video). It's set to -10 in both, and very noticeable in MGE. MGE XE looks like it's still using a -1 hardcode.

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.

Alright thanks! GitHub would be pretty easy and effective.
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jeremey wisor
 
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Post » Mon May 02, 2011 10:54 pm

MGE: https://dl-web.dropbox.com/get/vlcsnap-2011-01-09-19h28m15s14.png?w=8dcf3cdb
MGE XE: https://dl-web.dropbox.com/get/vlcsnap-2011-01-09-19h26m46s120.png?w=21ba7a31

These just give me a 302 Found redirect that doesn't go anywhere. Try setting the multiplier in SSAO Fast to 3.0.

This brings me to my last question: It doesn't appear that Mipmap LOD bias is working in that MGE XE screenshot (I have the video). It's set to -10 in both, and very noticeable in MGE. MGE XE looks like it's still using a -1 hardcode.

Mip bias is capped at +- 2, same as in the UI.
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carla
 
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Post » Mon May 02, 2011 10:47 pm

These just give me a 302 Found redirect that doesn't go anywhere. Try setting the multiplier in SSAO Fast to 3.0.


Mip bias is capped at +- 2, same as in the UI.


Sorry about that. Links fixed.

Ah, missed that. It's not really capped at -2/+2 though, correct? It's just the values you chose to enforce? -12 has it's merits, I think, but it does get a little tough on the eyes :) Videos (machinima anyone?), in particular, look a lot better at -12 than -2 or -1.
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Zualett
 
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Post » Tue May 03, 2011 12:42 pm

as you are reworking the water atm, you think its possible to add caustics to interior water at least where some candles stand near by?
besides from that i collected some issues that i noticed and took some screens:

http://img64.imageshack.us/img64/484/brightness.jpg - some heavy brightness that kicks in at some time when jumping very high
http://img403.imageshack.us/img403/4592/lineq.jpg - a horizontal line on water surface which moves with the view
http://img403.imageshack.us/img403/9792/sunreflect.jpg - something that even oblivion is doing wrong, might be impossible?
http://img405.imageshack.us/img405/2199/swampflicker.jpg - the normal water is flickering through the swamp water at some angles
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Isaiah Burdeau
 
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Post » Tue May 03, 2011 6:46 am

as you are reworking the water atm, you think its possible to add caustics to interior water at least where some candles stand near by?

Caustics can't know about any light sources, the information isn't available. The game usually has 20+ light sources at a given scene anyway, that would be the slowest thing.

http://img64.imageshack.us/img64/484/brightness.jpg - some heavy brightness that kicks in at some time when jumping very high
http://img403.imageshack.us/img403/4592/lineq.jpg - a horizontal line on water surface which moves with the view
http://img403.imageshack.us/img403/9792/sunreflect.jpg - something that even oblivion is doing wrong, might be impossible?
http://img405.imageshack.us/img405/2199/swampflicker.jpg - the normal water is flickering through the swamp water at some angles

1. The game turns off lighting information once everything it could ever draw is out of view, so the brightness is off.
2. Far water doesn't have refraction to save it from rendering after everything else in distant land. Not sure what I can do with that.
3. It just needs to take the shadow map into account, though it would slow water rendering even more.
4. The distant land meshes have limited accuracy, that's why it's interfering. If you move the mesh up in NifSkope a few units it should look better.
Mostly these are because MGE XE isn't designed as a flight sim.
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emma sweeney
 
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Post » Tue May 03, 2011 5:31 am

Post limit.
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Nice one
 
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