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 ...
Search found 54 matches
- Tue Jul 22, 2014 1:10 pm
- Forum: General Programming
- Topic: Doom3 shadow optimization
- Replies: 54
- Views: 59037
- 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
?
http://www.vectorfabrics.com/blog/item/ ... ame_engine
?
- 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/
https://bmgame.googlecode.com/svn/
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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.
You'd think the lack of r_useShadowVertexProgram in that path would make it slower.
- 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.
- 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 ...
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 ...
- 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
)
What username did you try to register under?
(We have some anti-spam measures in place and we may need to white-list you
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...