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New set of likely bad tweaks/hacks to improve some stuff #302

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@MaxG2D MaxG2D commented Dec 21, 2021

3
4

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.
@MaxG2D MaxG2D changed the title New set of likely bad tweak/hacks to improve some stuff New set of likely bad tweaks/hacks to improve some stuff Dec 21, 2021
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MaxG2D commented Dec 21, 2021

c1a1f_0002
c1a1f_0003

@@ -5,7 +5,7 @@
#include "vk_const.h"

#define MAX_ACCELS 1024
#define MAX_KUSOCHKI 8192
#define MAX_KUSOCHKI 150000
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@0x4E69676874466F78 0x4E69676874466F78 Dec 24, 2021

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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.

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0x4E69676874466F78 commented Dec 24, 2021

Стало ОЧЕНЬ тормозить, у меня 6 фпс на c1a0. Из-за чего так? (глюк сборки)

Картинка заметно светлее чем от qrad, это видно на c1a0.

На test_light3 у surface видно:
изображение
изображение
На test_light2 у point light видно:
изображение
изображение

На test_gradient в первой комнате сильный пересвет.

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MaxG2D commented Dec 24, 2021

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.

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MaxG2D commented Dec 24, 2021

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

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Он там написал:

Increase limits. We definitely need more kusochki. This is fundamental, no way around it.

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.

w23 and others added 14 commits December 24, 2021 12:50
- 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 and others added 26 commits December 29, 2021 21:13
regarding muzzleflash point light, slightly tweaked
(see rtx: make some sprites emit light w23#233)
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@MaxG2D I think it makes sense to close this. The changes are too much already.
You can create a separate PR for @EliteCombineSoldier's idea, we'll take it.
If there are any important tweaks left it's worth talking about them separately.

@MaxG2D MaxG2D closed this Feb 27, 2023
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MaxG2D commented Feb 27, 2023

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.

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Okay.

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