Search found 168 matches

by CMAugust
07 Mar 2019, 14:46
Forum: Feature Requests and Suggestions
Topic: Unlimited Light Sources with Clustered Forward Shading
Replies: 34
Views: 4885

Re: Unlimited Light Sources with Clustered Forward Shading

Automatic batching is the plan, but I think it's still being deliberated how to do it effectively in OpenMW. That actually can help a lot. If you overdo it, though, you end up with issues where things that would have had different light sources are forced to share. That would be eliminated with some...
by CMAugust
05 Mar 2019, 14:48
Forum: Feature Requests and Suggestions
Topic: Unlimited Light Sources with Clustered Forward Shading
Replies: 34
Views: 4885

Re: Unlimited Light Sources with Clustered Forward Shading

Adding TVCG research paper More Efficient Virtual Shadow Maps for Many Lights that was mentioned in the SIGGRAPH 2015 course to the OP. ( Alternative link ) In this paper, we explore the use of hardware-supported virtual cube-map shadows to efficiently implement high-quality shadows from hundreds of...
by CMAugust
05 Mar 2019, 02:30
Forum: News
Topic: Followers of shadows, the day has come!
Replies: 72
Views: 14532

Re: Followers of shadows, the day has come!

The fact that this is now possible is still crazy to me. https://streamable.com/ok81c True distant terrain shadows. Eat your heart out, Skyrim. Why is this quote not on the frontpage/blogpost? ;) In all seriousness, I noticed some people were bemused that no screenshots accompanied such a major ann...
by CMAugust
04 Mar 2019, 23:03
Forum: Feature Requests and Suggestions
Topic: Unlimited Light Sources with Clustered Forward Shading
Replies: 34
Views: 4885

Re: Unlimited Light Sources with Clustered Forward Shading

Furthermore, there is a short demonstration in the OP showcasing the performance differential between classsical/tiled/clustered forward methods - and more are provided in the lengthier videos and slides. I'll link more to this topic as I find them.
by CMAugust
04 Mar 2019, 12:36
Forum: Support
Topic: Odd/Incorrect Lighting on Meshes
Replies: 26
Views: 2300

Re: Odd/Incorrect Lighting on Meshes

AnyOldName3 wrote:
03 Mar 2019, 15:52
We should at least get this on the tracker, then.
Done.
CMAugust wrote:
02 Mar 2019, 15:22
This seems like a good enough excuse to bring up clustered shading again. Actually, I've been meaning to make a topic about it in Feature Suggestions for the longest time. I'll do that tomorrow.
And done. :)
by CMAugust
04 Mar 2019, 11:24
Forum: Feature Requests and Suggestions
Topic: Unlimited Light Sources with Clustered Forward Shading
Replies: 34
Views: 4885

Unlimited Light Sources with Clustered Forward Shading

Sometimes, the environments in vanilla Morrowind feature too many lights for OpenMW to handle gracefully. If you ever encounter lights that seem to blink on or off depending on where you're standing, this is probably the reason why. A limitation of gl_Lights is that only 8 lights can affect any give...
by CMAugust
03 Mar 2019, 03:01
Forum: Support
Topic: Odd/Incorrect Lighting on Meshes
Replies: 26
Views: 2300

Re: Odd/Incorrect Lighting on Meshes

Sort of - according to Ola Olsson, the author of clustered shading, forward-plus is AMD's (confusing) term for Tiled Forward Shading. He suspects they would re-brand Clustered Forward Shading as Forward-Plus-Plus. :)
by CMAugust
02 Mar 2019, 22:29
Forum: Support
Topic: Odd/Incorrect Lighting on Meshes
Replies: 26
Views: 2300

Re: Odd/Incorrect Lighting on Meshes

The existence of a forward path is, of course, one of the advantages of clustered shading. :)
by CMAugust
02 Mar 2019, 15:22
Forum: Support
Topic: Odd/Incorrect Lighting on Meshes
Replies: 26
Views: 2300

Re: Odd/Incorrect Lighting on Meshes

This seems like a good enough excuse to bring up clustered shading again. Actually, I've been meaning to make a topic about it in Feature Suggestions for the longest time. I'll do that tomorrow.
by CMAugust
02 Mar 2019, 14:54
Forum: Support
Topic: Odd/Incorrect Lighting on Meshes
Replies: 26
Views: 2300

Re: Odd/Incorrect Lighting on Meshes

+1. I'd love to see these issues diagnosed. One day I hope for lighting fixes beyond even vanilla Morrowind, smoothing out all the annoying seams and popping that's so apparent with torches/light spells.