Search found 54 matches

by nbohr1more
Tue Jul 22, 2014 1:10 pm
Forum: General Programming
Topic: Doom3 shadow optimization
Replies: 54
Views: 59037

Re: Doom3 shadow optimization

Cool. :)

I thought that might be the case but wanted to make sure since it would be a shame to leave a 15% boost (according to vector fabrics) on the table.

As an aside, taaaki over at the TDM forums has shown interest in porting the script interpreter to a JIT using LLVM... eventually.

Other ...
by nbohr1more
Sun Jul 20, 2014 11:01 pm
Forum: General Programming
Topic: Doom3 shadow optimization
Replies: 54
Views: 59037

Re: Doom3 shadow optimization

BTW. How does the OMP implementation compare to this patch by vector fabrics:

http://www.vectorfabrics.com/blog/item/ ... ame_engine

?
by nbohr1more
Mon Jul 14, 2014 4:50 am
Forum: General Programming
Topic: Doom3 shadow optimization
Replies: 54
Views: 59037

Re: Doom3 shadow optimization

I'm not sure this will help but here's a link to jmarshall's radical doom 3 engine revision. It has shadow mapping code so perhaps it can act as a guide to where you might hook treb's implementation?

https://bmgame.googlecode.com/svn/
by nbohr1more
Sun Jul 13, 2014 5:51 pm
Forum: General Programming
Topic: Doom3 shadow optimization
Replies: 54
Views: 59037

Re: Doom3 shadow optimization

Atleast on modern Cards shadow volumes should not be a problem but it puts a considerable strain on older Cards :)
shadowmaps also have there downside like not working on certain objects so its a bit of a mixup between shadow volumes / maps.
Vanillas exp renderer was rather nasty (using WGL ...
by nbohr1more
Wed Jul 09, 2014 12:52 pm
Forum: General Programming
Topic: Doom3 shadow optimization
Replies: 54
Views: 59037

Re: Doom3 shadow optimization

I believe raynorpat tried his hand at getting shadowmaps working earlier on after the Doom 3 release (as I recall from the D3W forums) and found that the memory
footprint was too large. Deferred rendering didn't help that and also had it's own memory footprint issues. Of course, it would help if D3 ...
by nbohr1more
Tue Jul 08, 2014 6:26 pm
Forum: General Programming
Topic: Doom3 shadow optimization
Replies: 54
Views: 59037

Re: Doom3 shadow optimization

Heh, well I don't have the credentials to doubt one of the core ioquake coders and the creator of XTReal but... sure, it's possible that his
claims are exaggerated or false.

The shadow-mapping in RB BFG seems to have more shadow map samples at default that a typical commercial release, but he has ...
by nbohr1more
Tue Jul 08, 2014 12:59 pm
Forum: General Programming
Topic: Doom3 shadow optimization
Replies: 54
Views: 59037

Re: Doom3 shadow optimization

Well, according to Mr "Robert Beckebans" the entire renderer from BFG was ported to vanilla Doom 3 for his commercial project. Though
that still doesn't tell you whether you need to throw out some vanilla map\asset\script etc features to get it working... (So the word possible
may be relative ...
by nbohr1more
Mon Jul 07, 2014 4:42 pm
Forum: General Programming
Topic: Doom3 shadow optimization
Replies: 54
Views: 59037

Re: Doom3 shadow optimization

So this is now the Relevation repo at Github?

I see that you've added the constrain shadow volumes to light volume and vis leaf optimization?

I created a bountysource tracker for GPU skinning against raynorpat's "Morpheus" branch since I wasn't sure whether you'd be including his GLSL
work. Do you ...
by nbohr1more
Fri Jun 20, 2014 1:13 am
Forum: General Programming
Topic: Doom3 shadow optimization
Replies: 54
Views: 59037

Re: Doom3 shadow optimization

Interesting result. Though I suspect it's simply the lack of shaders there?

You'd think the lack of r_useShadowVertexProgram in that path would make it slower.
by nbohr1more
Tue Jun 17, 2014 2:21 pm
Forum: General Programming
Topic: Doom3 shadow optimization
Replies: 54
Views: 59037

Re: Doom3 shadow optimization

Springheel approved your account at TDM forums. Please let me know if you have any trouble logging in.
by nbohr1more
Tue Jun 17, 2014 12:26 am
Forum: General Programming
Topic: Doom3 shadow optimization
Replies: 54
Views: 59037

Re: Doom3 shadow optimization

Sorry to hear that.

AMD used to have a developer relations email but now they've switched to a forum it seems:

http://devgurus.amd.com/welcome

if you gather any more inspiration to continue, you might wanna see if someone there can offer a workaround.

One thing you could also possibly try is ...
by nbohr1more
Mon Jun 16, 2014 9:54 pm
Forum: General Programming
Topic: Doom3 shadow optimization
Replies: 54
Views: 59037

Re: Doom3 shadow optimization

Thanks for all your work!

What username did you try to register under?

(We have some anti-spam measures in place and we may need to white-list you :) )
by nbohr1more
Sun Jun 15, 2014 1:31 am
Forum: General Programming
Topic: Doom3 shadow optimization
Replies: 54
Views: 59037

Re: Doom3 shadow optimization

Thanks for the info!

A couple of questions:

1) The deferred lighting portion, are you seeing a larger memory footprint?

2) Is this reliant on MH's VBO changes?

3) I presume this flattens light costs so that you can have more lights per scene. Does this also improve
scenes with large draw ...
by nbohr1more
Fri Jun 06, 2014 1:37 am
Forum: General Programming
Topic: Doom 3 engine release and game code
Replies: 794
Views: 462319

Re: Doom 3 engine release and game code

Mini-bump

Got most of the BFG GLSL backend merged into standard Doom 3.

https://github.com/raynorpat/morpheus

It won't work on integrated Intel GPUs just yet, I think Intel's compatibility context is being ass, but should work once most of the deprecated calls go away and the compatibility ...
by nbohr1more
Tue Feb 18, 2014 3:41 am
Forum: General Programming
Topic: Doom 3 engine release and game code
Replies: 794
Views: 462319

Re: Doom 3 engine release and game code

Mini-bump

Got most of the BFG GLSL backend merged into standard Doom 3.

https://github.com/raynorpat/morpheus

It won't work on integrated Intel GPUs just yet, I think Intel's compatibility context is being ass, but should work once most of the deprecated calls go away and the compatibility ...