Techniques of Special optical effects (lens flare, DOF, etc.) *spawn

Nope, we spoke about lens flare initially, but also covered the effects in the tech demo because there is no way for me to isolate the effects: http://forum.beyond3d.com/showpost.php?p=1438595&postcount=311

Well the glare part is described though there is the demo. Btw the presentation revolves around the game "Wreckless" on the Xbox platform.

Start at page 13.
Glare filters

Downsample frame buffer to ¼ * ¼ (1/16) the size
Pixel brightness = RGB * A
Generate glare
Afterimage
Bloom
Star (light streaks)
Ghost (not used in DOUBLE-S.T.E.A.L)


My original complain was we should not compare tech demoes with games because the web page mentioned that it has effects that are not real time.

Oh, what effects are not realtime?
 
Well the glare part is described though there is the demo.

This is only after I found the slides. :)

Oh, what effects are not realtime?

You have the slides, the webpage, the demo, and the GPU now. How about you tell me ? The original comment was made by the author. Not me.

I am not sure if his demoes have all the effects (e.g., Ghost is not used in DOUBLE-S.T.E.A.L)
 
You have the slides, the webpage, the demo, and the GPU. How about you tell me ? The original comment was made by the author. Not me.

The presenation about the implementation in Xbox game "Wreckless" is for that game and platform. The demo is realtime and does all that it is promoted to do. Btw amazing it got Bokeh DOF with settings upto 721 taps..lol

Btw this is from the techdemo with the 2003 GPU. See the lensflare effects?

http://www.daionet.gr.jp/~masa/rthdribl/Image/08.jpg

I am not sure if his demoes have those effects (e.g., Ghost is not used in DOUBLE-S.T.E.A.L)

Ghost or "halo" is not the lensflare effect.
 
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The presenation about the implementation in Xbox game "Wreckless" is for that game and platform. The demo is realtime and does all that it is promoted to do.

Then perhaps he did not implement the non realtime components in the demo ?

You have interpreted the statement the same way as me here:
http://forum.beyond3d.com/showpost.php?p=1438635&postcount=320

And it refers not only to lensflare effect but all effects combined.

Technical features of the demo are:

True HDR (High-Dynamic Range) Rendering
IBL (Image-Based Lighting)
Glare Generation (Afterimage, Bloom, Halo, Ghost, and Star)
Automatic Exposure Adjustment
Iris shaped Depth of Field blur
Realistic Motion Blur
FSAA (Full-Scene Anti-Alias)
Fresnel Effect (Specular Reflectance) etc.
The Glare, Motion Blur, Fresnel Reflection and Depth of Field effects work properly by rendering with the HDR

These effects are still expensive for real-time rendering like games, but will hopefully be of practical use in the near future.

Ghost or "halo" is not the lensflare effect.

I know. It's just an example.


EDIT:
Btw this is from the techdemo with the 2003 GPU. See the lensflare effects?

http://www.daionet.gr.jp/~masa/rthdribl/Image/08.jpg

Thanks. It may look good in some scenes, but it would be too hard to play games with that flare. The KZ2 one is much more subtle and prevalent.

I forgot how GG implemented the nuclear blast in the desert.
 
In the techdemo? They are all there, it is running infront of me.

Yes, that means he may have left out the non-real time components in the er.. real-time demo.

There is clearly a discrepancy between his "These effects are still expensive for real-time rendering like games" statement and the demo on your setup.
 
Seriously, people are quoting me on that?! :oops:

Same thread...
http://forum.beyond3d.com/showpost.php?p=1159400&postcount=50

Chromatic aberration looks like this:

Chromatic_aberration_(comparison).jpg


KZ2 does not present that effect. Simple as that.
Now I'm scratching my head. Do you want a game to look like that?! Chromatic aberration is an unwanted artefact of optics, and optical engineers go to great strides to reduce it as much as possible, which is why when we watch films and take photos, we don't see a ghastly blur like that. Typical CA 'plagues' consumer-grade optics but in reality you're talking a miniscule amount on anything but wide-angle lenses and cheap zooms, such that on a screen-resolution sampling, you cannot perceive it. Don't believe me? Go browse Flickr for home snaps and see how many look like that psychotically over-the-top Wikipedia example used for illustration purposes. Even in their native 10 megapixel sizes, coloured halos aren't that horrific in all but the cheapest of zooms and wide-angles and even with those, you don't normally perceive the fringing once the 10+ megapixel source is scaled down to screen resolutions (although I have seen some rough photos before with clearly evident green/magenta fringing, so it is an issue for optics to address and why professional qualitry optics cost an arm and a leg). No game developer with any brain is going to construct an engine that properly fakes chromatic aberration to make their game look like poop, nor are they going to fake it to a realistic level such that it's imperceptible, just like real photographs. Except in optical sights where it's not uncommon in games. I'm pretty sure U2 has CA in the sniper sight.

Furthermore, where exactly are/were Guerilla talking about chromatic aberration? I've Googled to find the feature list that claims it as a feature, but haven't found it. All I can find is a repeated quote from a Wikipedia article on raytracing which was a quoted feature.
 
Yes, that means he may have left out the non-real time components in the er.. real-time demo.

Every effect he mentioned in that list is there in the techdemo. Especially the KZ2'ish lensflare effect which is 'in-your-face' obvious.
 
Every effect he mentioned in that list is there in the techdemo. Especially the KZ2'ish lensflare effect which is 'in-your-face' obvious.

Then only the author knows what he meant.

The tech demo lensflare is indeed too heavy for use "everywhere" like in KZ2. It's great that GG toned it down and toyed with the aberration to make more subtle colors. [size=-2]I won't be able to shoot properly[/size]
 
Then only the author knows what he meant.

The sum of all effects of course. Wake me up when a game does FP16 HDR + bokeh DOF with upto 712taps.

The tech demo lensflare is indeed too heavy for use "everywhere" like in KZ2. It's great that GG toned it down and toyed with the aberration to make more subtle colors.

Based on what, Xbox perfomance and the Xbox game "Wreckless"?

In techdemo perfomance impact is as this, 70-75fps with everything bar AA (1/16th post proccess buffer) and 85-90fps with no bloom, nor glare effects (lens flare, coronas, ball reflectiveness).

Techdemo cast multiple lensflares rays.
 
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The sum of all effects of course. Wake me up when a game does FP16 HDR + bokeh DOF with upto 712taps.

I thought you said your demo runs at 30-45fps with all effects turned on ?
You don't need to max out the settings though.

Based on what, Xbox perfomance and the Xbox game "Wreckless"?

Based on the "in your face" tech demo screenshot you just showed me. It's too heavy... as in too strong. It would be too distracting in the way KZ2 uses lens flare.
 
I thought you said your demo runs at 30-45fps with all effects turned on ?
You don't need to max out the settings though.

With 8xAA and by control panel TSAA which is off now (AA is controlled by config file for application but default was 8xAA).


Based on the "in your face" tech demo screenshot you just showed me. It's too heavy... as in too strong. It would be too distracting in the way KZ2 uses lens flare.

Sorry, PC I am at currently is unstable so reboot. XD

Got DOF disabled so that boost perfomance quite a bit.
http://img810.imageshack.us/img810/6804/37553742.jpg
http://img821.imageshack.us/img821/7086/45376843.jpg
http://img811.imageshack.us/img811/796/50198937.jpg
 
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Amongst the KZ2 post processing, DOF is the most intensive, followed by Bloom + Lens Reflection, then followed by Object-based Motion Blur: http://forum.beyond3d.com/showpost.php?p=1433785&postcount=150


Somehow, I have the feeling that I am "watching" a discussion among politicians?!?

If you do remote management of development team, you'll have to put up with ambiguity and discussions like this too. Command of language, availability of test/dev equipments, expectation differences, incomplete information, human error, personality, etc. tend to complicate communications... just like forum posts.
 
Yes but we are talking about bokeh style DOF with well beyond 100taps at quite high buffer res. That is far beyond any games DOF.

So then... DOF is one of the non-real time component in the tech demo if it's tuned too high.
 
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