SpellSinger
Newcomer
From what I have seen and heard Doom III sounds like a legacy engine even before any games are released. I would expect ISV's licensing the engine to upgrade it or least take better advantage to shaders than id has done.
Ilfirin said:Luckily there is percentage-closer filtering (PCF) that was specifically designed to take care of many of the aliasing artifacts. Good PCF wasn't possible at good enough frame-rates until DX9 shaders (well.. ps1.4 did it OK too).
Mintmaster said:Have you heard of perspective shadow maps? They're pretty good at reducing aliasing (they're not perfect though), and can be done on today's hardware. Adaptive shadow maps seem pretty poorly suited to hardware implementation.
JD said:Anyone implemented perspective shadow maps like the article at http://www-sop.inria.fr/reves/ (year 2002) talks about?
Ilfirin said:Right, yes. I forgot about nVidia's native implementation of shadow maps w/ PCF (I haven't used native HW shadow mapping in a while - it can be pretty limiting and setting it up in DX is just a series of hacks, basically). Though I tend to achieve significantly better results doing the filtering manually anyway.
JD said:I thought the reinventing of wheel is what gaming industry is all about. So if you're doing that you're on the right track Besides, it's better if you wrote it and understood it, who knows? you might invent something better or improve old tech in the process.
Anyways, I'm now confused w.r.t. shadow mapping. I know the gf3/4 have that hardware thingy going where you have to create a special depth texture and render into it then setup the rendering stages with proper flags and the hw will do it then.
I thought the same applied to ati cards but instead they're showing how it's done with pixel shader. I assume this is what you refer to as software shading even though ps is executed on the card?.
You don't mean the reference rasterizer, do you? I haven't worked with pixel shaders so you think the same can be done with ps 1.0-1.3 on nvidia hardware?
Is there a way to do shadow maps w/o hw support with dx9 so I could run them on my gf2? Thanks.
I'm confused again - is self shadowing possible with shadow maps? If so, then how difficult is it compared to stencil shadows where self shadoing is automatic?
DeanoC said:Perspective shadow maps have there own set of problems, they really don't handle objects behind the view at all well.
Hyp-X said:I think the filtering in nVidia's hardware is conceptually broken, that's why it requires slope-scaled depth bias.
It compares all 4 samples in bilinear with the same depth value, then it interpolates the comparsion result (0 or 1)
It causes jaggy patterns all over the place.
JF_Aidan_Pryde said:I would like to see System Shock 3 using the Doom3 engine.
Acutally.. for sanity sakes, I might not.
sabeehali said:So what it means is that we should wait for DOOM4 or quake 4 or may be 5 (since carmack said the next engine would be based on DX9) for better lighting/shadows AND polygon counts?
Nagorak said:SS3 would probably be based on the DX2 (modified Unreal engine), since Ion Storm owns the rights to that franchise and they've already put in so much effort into it.
BNA! said:Nagorak said:SS3 would probably be based on the DX2 (modified Unreal engine), since Ion Storm owns the rights to that franchise and they've already put in so much effort into it.
There is no System Shock 3.
Warren Spector was the designer of System Shock 1 and he's at ION Storm now, but I believe the copyrights of System Shock are spread across various existant and non-existant companies.