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New set of likely bad tweaks/hacks to improve some stuff #302
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MaxG2D
commented
Dec 21, 2021
previous value was still causing crashes sometimes
-Emissive color mixing This adds color to emissive lights from "emissive-maks" branch -`out_accumulated` brings back glass emissive\sky reflection (I thinki?) -Tweaks to attenuation I have no idea how to code, so this is the best I could to do improve it
Tweaked by Test_light4 map, 255 emissive kusoks now have proper 255 color.
@@ -5,7 +5,7 @@ | |||
#include "vk_const.h" | |||
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#define MAX_ACCELS 1024 | |||
#define MAX_KUSOCHKI 8192 | |||
#define MAX_KUSOCHKI 150000 |
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А для чего ты так сильно это увеличил? Где-то всё равно падает на 16384?
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Yes, it was occasionally crashing even on 65536. One of the maps was the one with the tank and the sniper. The one with the puzzle that have huge amount of explosives and you have to navigate it to the elevator.
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Надо это задокументировать на какой конкретной карте не хватает даже 65536.
There needs to be autoexposure for test_gradient to look right. About the slowdown, hard to tell, perhaps one of the tweaks in ray.rgen that add emission color to the lighting I suppose. |
Regarding MAX_KUSOCHKI, I didn't bother to create an issue cause I remember Provod was saying that stuff needs to be rewritten anyways in the issue #77 |
Он там написал:
То есть типа увеличить лимит и всё. Но ты пишешь что 65к не хватает, это очень странно, возможно там на карте есть какие-то проблемы посерьёзнее или мне нужно что-то будет запатчить например. |
- Enumerate all triangles and pick random one based on solid angle/expected contribution - Sample N(4) of surface lights per pixel/frame. This is needed for performance reasons. Some surface lights have way too many triangles and enumerating them takes ages. - Write emissive color directly on primary ray hit (still looks too bright ;_;) Known issues: - changes above make it really apparent that light clusters are subtly broken (see test_brush3, etc) - triangle contribution sometimes breaks at axis aligned plane intersecting one of the vertices (supposedly the solid angle is broken?) - performance is bad
- Right now, there are hacks for current LDR textures, - Otherwise, everything is normalized around 0-255 HDR values, - Overall image is now physically correct, but in many places darker than vanilla because game light sources aren't actually that bright, when applied in physical rendering pipeline, + no fake ambient light. - Also, Flashlight by NighFox p.2
- It pretty much looks good only on test_light3, - Emissive texture gamut is baaaaad, - I hve no idea how to hack it somewhat right, at this point I think the only solution is just making sure we get new HDR textures rather than LDR,
more correct work in the first person add third person support add multiplayer support (need testing)
@MaxG2D I think it makes sense to close this. The changes are too much already. |
I haven't been invested much in the project since like at least a year, so I don't think it makes sense to pull anything from that stuff, I don't even remember what exactly was done. |
Okay. |