Search found 705 matches

by AnyOldName3
10 Apr 2018, 16:35
Forum: Development
Topic: Shadows
Replies: 186
Views: 20375

Re: Shadows

When you see soft shadows in games, they're often significantly softer than in real life to the point that hard shadows would have been more realistic. PCSS is a technique that can be realistic if used correctly, hence why I said I might consider implementing it, and also why it was featured in that...
by AnyOldName3
09 Apr 2018, 23:09
Forum: Organisation and Planning
Topic: Post 1.0 Planning Update
Replies: 93
Views: 5418

Re: Post 1.0 Planning Update

Except I'm not saying anything will be supported except for things he's said will be supported in other threads where the topic has come up. I have specified what I think is likely or unlikely based on things he's said in other threads, which I suppose could be classed as interpreting what's been sa...
by AnyOldName3
09 Apr 2018, 22:47
Forum: Development
Topic: Shadows
Replies: 186
Views: 20375

Re: Shadows

Increasing shadow map resolution should increase the load for the rasteriser and fragment shaders, but shouldn't change much else. We've not got complicated meshes, so rasterisation isn't that hard, and our fragment shaders aren't that complex (although if I could get it working, they could be optim...
by AnyOldName3
09 Apr 2018, 22:41
Forum: Organisation and Planning
Topic: Post 1.0 Planning Update
Replies: 93
Views: 5418

Re: Post 1.0 Planning Update

You've spent the whole thread putting words into his mouth, so I imagine he's got less patience to discuss it than he might otherwise have. The plan has always been for 1.0 to be released, then for Zini's design document outlining his vision to be revealed to Scrawl so he can pick holes in it, and t...
by AnyOldName3
09 Apr 2018, 21:18
Forum: Development
Topic: Shadows
Replies: 186
Views: 20375

Re: Shadows

PSSM and CSM are more or less the exact same thing and in a lot of cases, the terms are used interchangeably. Sometimes, though, CSM implementations do things which are less common in PSSM implementations. For example, it's rare to see something claiming to be PSSM using a shader to decide which sin...
by AnyOldName3
09 Apr 2018, 13:55
Forum: Development
Topic: Shadows
Replies: 186
Views: 20375

Re: Shadows

PSSM with LiSPSM applied to each split. Right now, there are enough issues that neither comes close to being adequate on its own.
by AnyOldName3
08 Apr 2018, 22:05
Forum: Support
Topic: [Solved] Distant Terrain
Replies: 4
Views: 277

Re: Distant Terrain

The distant terrain setting itself is a bit of a misnomer. All it does is ensures terrain stretches as far as the view distance. If you're using the default view distance, though, the default terrain system already reaches that far, so you get no benefit (except potentially higher performance when c...
by AnyOldName3
07 Apr 2018, 01:51
Forum: Development
Topic: Shadows
Replies: 186
Views: 20375

Re: Shadows

When there was discussion of a dev-lead newspost, I offered to do something in sort of an interview format as I think if I'm actually explaining what I've been doing to a normal person who can ask questions and then reorder the responses it should produce something a lot easier for a layperson to un...
by AnyOldName3
06 Apr 2018, 23:44
Forum: Development
Topic: Shadows
Replies: 186
Views: 20375

Re: Shadows

I'm at a point where I understand everything that's going on in the sample program that came with the original LiSPSM paper, but OpenSceneGraph's convex hull and polytope implementations are missing features that I need, so I need to write a new one of those. When that's done. I can get to work repl...
by AnyOldName3
06 Apr 2018, 23:42
Forum: Feature Requests and Suggestions
Topic: Ambient Occlusion in Morrowind
Replies: 11
Views: 606

Re: Ambient Occlusion in Morrowind

From the reading I've been doing, GTAO seems to be top-tier as far as screen-space techniques go, and anything that isn't screen space is necessarily very expensive. It shouldn't be that hard to implement regular SSAO, then incrementally change it to HBAO+ and then GTAO. Alternatively, if anyone kno...