pspeed
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« on: February 24, 2013, 02:24:11 AM » |
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Debugging some mem issues, I took these pics: It shows normal clip versus "far horizon" stuff I'm adding. The hard transition edge is temporary and on purpose. It's relatively cheap, memory-wise. Totally worth it, I think.
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belgariad87
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« Reply #1 on: February 24, 2013, 08:17:41 AM » |
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WOW thats such an amazing difference! good thinkin' Paul.
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Specs for future reference: Windows 7 64bit ; Intel Quad Core ; 8GB RAM ; AMD Radeon HD 6800 ; TB HD
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Teknonick
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« Reply #2 on: February 24, 2013, 11:31:51 AM » |
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Woh... The water edge looks ugly like that, but then again, it actually looks really neat! It looks 'magical'. Like if something is too far away from you, they have a weird look or power to them :3...
I wonder if that'll be an option to keep it on!
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pspeed
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« Reply #3 on: February 24, 2013, 02:00:38 PM » |
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The hard transition edge is temporary and on purpose.
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Michael
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« Reply #4 on: February 24, 2013, 07:34:47 PM » |
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Great.
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Moonkey
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« Reply #5 on: February 24, 2013, 07:35:16 PM » |
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Hey, that does look good. Even with the hard transition. The fog in the background also get pretty close with real-life fog.
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Mythruna: Don't you dare read any posts I made before 2014.
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Teknonick
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« Reply #6 on: February 25, 2013, 04:34:13 PM » |
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The hard transition edge is temporary and on purpose.
I know I know I know... I saw that. I wonder if WHEN/IF you fix it, will there be an option to turn it back on? :3
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Sean
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« Reply #7 on: February 25, 2013, 10:33:14 PM » |
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The hard transition edge is temporary and on purpose.
I know I know I know... I saw that. I wonder if WHEN/IF you fix it, will there be an option to turn it back on? :3 If Paul is going to make an option to turn the background mesh off, I'm sure somebody could make a mod to have the hard transition included with the background. :3
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"People willing to trade their freedom for temporary security deserve neither and will lose both." - Benjamin Franklin
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pspeed
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« Reply #8 on: February 25, 2013, 11:35:19 PM » |
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The hard cut-off is because the fog distance is different for the near terrain versus the far terrain. I left it that way because when I'm comparing screen shots between the old and new engine, they are more similar. When I'm satisfied that I've modeled lighting intensity, coloring, etc., in a similar way then I will likely tie the two fog distances together. There may be some other jiggery-pokery going on as well.
It remains to be seen if they will be able to be decoupled again once I've tied them together.... since I don't yet know exactly how I will do it.
There is a kind of relationship between near clip, far clip, fog distance, fog attenuation, etc.. They will have to be adjusted together whenever clip is changed so it's easier to tie them together.
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BenKenobiWan
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« Reply #9 on: March 01, 2013, 09:40:39 AM » |
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This will definitely help immersion in the game.
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pspeed
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« Reply #10 on: March 01, 2013, 12:51:52 PM » |
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This will definitely help immersion in the game.
I agree. ...and it's one of those things you stop noticing after a while. Until you play the game without it. Though occasionally I come out of some patch of trees and see the world stretched before me and think "whoah"... and hit F2.
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Michael
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« Reply #11 on: March 01, 2013, 05:49:26 PM » |
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Wait, I am lost. The clip is the same at 128. Will the "Far Horizon" be one of those things in the options to turn on and off?
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pspeed
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« Reply #12 on: March 01, 2013, 07:43:26 PM » |
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Wait, I am lost. The clip is the same at 128. Will the "Far Horizon" be one of those things in the options to turn on and off?
I have no idea what you mean by the first part. Yes, you will be able to turn it on and off. Though adjusting regular clip will have way more affect than turning off far horizons. With just the far horizon and no regular terrain, I get over 1000 FPS. Yes, that's one thousand. The hope is that slow machines would run at 64 clip but with far horizons on and get better performance than if they'd try to do 96 or 128 clip with no far horizons.
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