I got another soft shadows demo up. It's fully dynamic this time. I also combine the dynamic lighting with lightmapping for static lights.
http://www.humus.ca/
http://www.humus.ca/
That looks great. This is anotehr great demo from you. I wish it would be possible to create dynamic indirect lighting in real-time with area light sources.Humus said:I got another soft shadows demo up. It's fully dynamic this time. I also combine the dynamic lighting with lightmapping for static lights.
http://www.humus.ca/
wireframe said:I will assume that it is nice as always. I say "assume" because once again it does not work correctly on Nvidia hardware (6800) out-of-the-box. This is getting me worried as I was hoping standards would be standards and I am working on the assumption that your demos, although lovely, are not tweaked to the core for performance where issues may arise due to tricks and hacks.
With dynamic lights enabled I see the light source and what looks to be light maps. These are essentially squares/boxes showing the light gradients. Disabling dynamic lighting brings back the actual stone and wood textures, but things become very uninteresting.
I will, of course, congratulate you again and thank you for yet another great demo once it has been fixed to work on 6800 series hardware
Humus said:Do the static lights work properly? Just the dynamic light that's broken?
Scali said:Ah right, so the 'shadowmap' used in the lighting shader is actually in screenspace, that part escaped me at first. I didn't know why there was a cubemap used in the shadowshader, but that makes sense aswell now, that IS the actual shadowmap I suppose. And the shadowshader creates the screenspace shadowmap with a boolean value for each pixel whether it is in shadow or not, and the distance to the lightsource.
So if I understand correctly, it is a screenspace blur of 10 neighbours that are near in light-distance enough to be considered shadows on the same surface.
The x-coordinate will contain the sum of weights, the y-coordinate the nr of samples included in the sum.
Scali said:Oh, one more question... The pixelshaders are 2.0, but I see you use the centroid suffix. Is this because the Radeon cards actually support it, even though according to the SDK docs, it is a ps_3_0 feature?
(and this is probably no surprise, but everything seemed to work fine on my Radeon 9600Pro).
ps_2_0
def c11, 0.000500000024, 1, 2, -1
dcl_centroid t0.xy
...
...
Mendel said:On my 6800 GT, yes. static lights work once the dynamic lights have been disabled. If the dynamic lights are enabled, the screen is an awful mess with moving gray boxes
DeanoC said:centroid was promoted(demoted?) to ps 2.0 with Dx9.0c. Technically it wasn't valid before that but the instruction stream had a space for the bit, so its been effectively there since Dx9.0.
Centroid
Centroid is an optional instruction modifier (ps_3_0 and above) that modifies the way that sampling locations are altered when multisampling. Centroid clamps the attribute interpolation to the range of the attribute across the primitive, when the multisample pixel center is not covered by the primitive. Gradients computed from such data are not guaranteed to be accurate. Take care when an attribute marked with _centroid is used for texture sampling. Normally the evaluation is performed at the pixel center. Any Input Color Register (v#) declared with a _color* usage will automatically have _centroid applied implicitly.
Eh. . . Unless Humus gets a NVidia card, I wouldn't bother asking. . . Until that happens, the amount of bitching and accusations of bias from the NVidia fanboys would render any such benchmark quite useless. A benchmark can only be as useful as it is accepted.Mordenkainen said:Any news on that HumusMark?
Mendel said:Humus said:Do the static lights work properly? Just the dynamic light that's broken?
On my 6800 GT, yes. static lights work once the dynamic lights have been disabled. If the dynamic lights are enabled, the screen is an awful mess with moving gray boxes
Mordenkainen said:Humus, I see a reasonable amount of banding at the edge of the dynamic shadows, otherwise it's a cool demo.
Mordenkainen said:Any news on that HumusMark?
loekf2 said:In fact I have a similar issue on my 5900XT. Just a blur of grey
boxes. Didn't try any setting, just ran the executable.
(I'm running XP SP2, so DX 9.0c on my machine)
Humus said:I've uploaded a new version. I recall the 5x00 series cards had trouble with the R16F format as render target, so I changed that to RG16. See if it works better now.