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Thread: Enable Parallax Quality for improved texture rendering
Post: RE: HOW TO HAVE A BETTER TEXTURE RENDERING IN AMNE...
(10-01-2010, 03:46 AM)311alien Wrote: I hear ya bro...I could have sworn that I saw your name on a post in regards to some of the directions. I gotta give credit to sgi and dues_ex. You're right. ... |
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sgi |
General Discussion
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71 |
142,509 |
10-03-2010, 09:50 PM |
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Thread: Enable Parallax Quality for improved texture rendering
Post: RE: HOW TO HAVE A BETTER TEXTURE RENDERING IN AMNE...
(09-27-2010, 10:48 PM)CHANCEPHOENIX Wrote: Well , I"ve tried , but apart from a few framedrops i didn"T noticed much ....
maybe it"S just me , but the only thing that DOES look better is POM :
htt... |
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sgi |
General Discussion
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71 |
142,509 |
09-28-2010, 06:44 AM |
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Thread: Enable Parallax Quality for improved texture rendering
Post: RE: HOW TO HAVE A BETTER TEXTURE RENDERING IN AMNE...
All-right, everyone!
Here, I present you the most advanced shader ever created for Amnesia: The Dark Descent by Frictional Games!
Feel the power of the real shadow distorting and parallax occlusion ma... |
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sgi |
General Discussion
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71 |
142,509 |
09-27-2010, 09:00 PM |
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Thread: Enable Parallax Quality for improved texture rendering
Post: RE: HOW TO HAVE A BETTER TEXTURE RENDERING IN AMNE...
(09-26-2010, 01:05 PM)Kein Wrote: http://img809.imageshack.us/img809/2717/lense.jpg
Very interesting effect produces dat forced POM.
Happens on both, modified and unmodified shaders.
It can be fixed... |
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sgi |
General Discussion
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71 |
142,509 |
09-26-2010, 02:59 PM |
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Thread: Enable Parallax Quality for improved texture rendering
Post: RE: HOW TO HAVE A BETTER TEXTURE RENDERING IN AMNE...
CHANCEPHOENIX,
Ok, maybe NOT ;)
But maybe I am wrong :) I'll take a look at that later.
BTW there are too little places with shadows :( |
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sgi |
General Discussion
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71 |
142,509 |
09-26-2010, 12:22 PM |
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Thread: Enable Parallax Quality for improved texture rendering
Post: RE: HOW TO HAVE A BETTER TEXTURE RENDERING IN AMNE...
I've tried, but results aren't convincing. I think this calculations just don't worth it. Shadow is distorted, but not quite right. But for all who want to see it for himself here are the steps:
1. Ch... |
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sgi |
General Discussion
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71 |
142,509 |
09-25-2010, 05:27 PM |
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Thread: Enable Parallax Quality for improved texture rendering
Post: RE: HOW TO HAVE A BETTER TEXTURE RENDERING IN AMNE...
(09-24-2010, 08:26 PM)Thomas Wrote: For more fun and power demanding stuff you can change the render type:
GBufferType="0"
to
GBufferType="1"
Should make shadows follow according to the offset in t... |
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sgi |
General Discussion
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71 |
142,509 |
09-25-2010, 10:00 AM |
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Thread: Parallax Occlusion Mapping...
Post: RE: Parallax Occlusion Mapping...
Since there is no error string from compiler it is difficult to find the problem.
The only advice is to check misspelling.
RayLinearIntersectionSM2(aHeightMap, vHeightMapPos, vEyeVec);
should be calle... |
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sgi |
Technical Support - Amnesia: The Dark Descent
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38 |
74,995 |
09-24-2010, 07:55 AM |
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Thread: Parallax Occlusion Mapping...
Post: RE: Parallax Occlusion Mapping...
All who have dark surfaces, try to change line 82 (in RayLinearIntersectionSM2 function) from
avEyeVec /= lSearchSteps; //Split up the eye vector into the number of steps
to
avEyeVec /= float(lSear... |
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sgi |
Technical Support - Amnesia: The Dark Descent
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38 |
74,995 |
09-23-2010, 07:59 AM |
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Thread: Parallax Occlusion Mapping...
Post: RE: Parallax Occlusion Mapping...
ok, I check now... they are dark if shader compile failed (there is an error in shader).
...
No - everything seems to be fine to me. What video-card/drivers do you have? |
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sgi |
Technical Support - Amnesia: The Dark Descent
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38 |
74,995 |
09-22-2010, 09:47 PM |
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Thread: TRUE PARALLAX THEORY !!!!!!!
Post: RE: TRUE PARALLAX THEORY !!!!!!!
For resolving this problem look in my post in another thread:
http://www.frictionalgames.com/forum/thr...l#pid38843 |
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sgi |
General Discussion
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16 |
18,697 |
09-22-2010, 06:53 PM |
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Thread: Parallax Occlusion Mapping...
Post: RE: Parallax Occlusion Mapping...
Yes! That solved the problem. Just use
RayLinearIntersectionSM2(aHeightMap, vHeightMapPos, vEyeVec);
instead of
RayLinearIntersectionSM3(aHeightMap, fSteps, vHeightMapPos, vEyeVec);
in
core\shaders\... |
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sgi |
Technical Support - Amnesia: The Dark Descent
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38 |
74,995 |
09-22-2010, 06:51 PM |
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Thread: Parallax Occlusion Mapping...
Post: RE: Parallax Occlusion Mapping...
I've tested on other hardware/driver pairs and they all failed the same:
GeForce GTX460, 258.96 - FAILED
GeForce GTX460, 260.63beta - FAILED
I'll try to modify shader to find the source of troubles.
M... |
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sgi |
Technical Support - Amnesia: The Dark Descent
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38 |
74,995 |
09-22-2010, 01:59 PM |
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Thread: Parallax Occlusion Mapping...
Post: RE: Parallax Occlusion Mapping...
Enabling POM on GeForce 260GTX, drivers 258.96, Windows 7 64bit cause huge lags and video driver crash after 5-7 seconds. |
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sgi |
Technical Support - Amnesia: The Dark Descent
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38 |
74,995 |
09-20-2010, 10:04 AM |
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Thread: 2010-09 Friday 3rd, Demo of survival horror “Amnesia: The Dark Descent” released!
Post: RE: 2010-09 Friday 3rd, Demo of survival horror “A...
I just didn't like hard particle edges in demo... it's just annoying. I get used to see smooth edges... |
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sgi |
News - Announcements
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71 |
151,912 |
09-05-2010, 07:05 PM |
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Thread: 2010-09 Friday 3rd, Demo of survival horror “Amnesia: The Dark Descent” released!
Post: RE: 2010-09 Friday 3rd, Demo of survival horror “A...
Awesome demo! Can't wait till it comes out. You guys are great! |
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sgi |
News - Announcements
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71 |
151,912 |
09-04-2010, 09:28 AM |
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Thread: requiem on CD?
Post: RE: requiem on CD?
Umbra Wrote:http://news.snowball.ru/?year=2008&month...0809021639
It's site of translaters, at the end of page
Wow, thanks! Now I know when to go and buy it. Maybe Penumbra: Overture will come to ... |
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sgi |
General Discussion
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12 |
12,565 |
09-13-2008, 09:42 PM |
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Thread: requiem on CD?
Post: RE: requiem on CD?
There is nothing about Penumbra in 1C current projects:
http://games.1c.ru/?type=inwork
Maybe they haven't announced it yet. |
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sgi |
General Discussion
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12 |
12,565 |
09-13-2008, 09:18 AM |
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Thread: Thanks for an awesome game
Post: RE: Thanks for an awesome game
I want to thank developers too!!! Penumbra series is the best atmospheric game for me since Half-Life 1. There are so stupid clones in game industry now, I'm VERY HAPPY that I actually played really N... |
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sgi |
General Discussion
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10 |
12,992 |
09-11-2008, 01:34 PM |