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Author Topic: PSSM Shadow + SSAO test  (Read 11364 times)
January 18, 2010, 10:24:03 pm
I make a test with viktors PSSM Shadow and SSAO. However i added my own shaders ( Offset Mapping + normal map + Spec map)



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January 19, 2010, 12:39:22 am
Looks nice Ali!
"Post Demo Please" Wink
January 19, 2010, 03:44:47 am
Thanks. I add it on top.
January 19, 2010, 10:02:10 am
Never mind...
January 19, 2010, 02:32:41 pm
What do you think about its performance. I got 103 fps with falowing settings.
1. camera at start same position
2. 1024 x 768
3. No extra object or effect, only main mesh
4. SSAO / Off
5. Blur shadow / Off
6. No jitter filter
My system --------------------------------------
Processor: Intel(R) Xeon(R) CPU E5440 @ 2.83GHz 5.9 5.2
Memory (RAM): 8.00 GB
Graphics: NVIDIA GeForce 9800 GX2
Os: Vista 64 bit
Number of processor cores: 4
January 19, 2010, 03:27:42 pm
One of my friend have an ATI (5750 - dx11) and he report me these bugs. I hope viktor fix it.

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January 19, 2010, 06:14:06 pm
Hi Ali! Looks nice! Smiley
Me too have ATI Radeon 5870 - dx11 and i look this.

* 4.jpg (267.21 KB, 941x560 - viewed 320 times.)
January 19, 2010, 06:27:17 pm
Did you have the same problem with viktors OSSfQ3D_NaturePainter_SkinnedCharacter.exe?
January 19, 2010, 06:40:01 pm
I look this.

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January 19, 2010, 06:48:49 pm
Huum. So problem is from viktors shader.
January 19, 2010, 07:42:22 pm
Starting from Ati 4xxx you can use the same hardware shadow maps as used for Nvidia, on lower Ati cards Q3D will simply crash if you try to do that.
So to avoid this I'm using custom channel to check what kind of card is being used, if it's Nvidia hardware shadows is used if Ati then software shadows maps and they have lower precision of depth buffer, this is why you see such bug. It's a common issue with shadow maps, even hardware.
You have two choices, one is to include Ati 4xxx and more powerfull models into hardware shadow maps mode, for this you need to extend functionality shown on attached screenshot (it's located at left most part of the "deferred shadows utility" channel group).

Second solution is to use bigger bias value in shadows calculation, for this you need to manually set a bigger value of constant, it's located in "Deffered shadows calculation" shader, lines 378 and 388, value that you are looking for is:
revLambert * 0.00001
try making it 0.00002 or so, but don't make it too big as shadows will start to have "Peter Panning" effect is when they loose contact point with shadow caster. This is very specific for every scene and need to be adjusted on project basis.

* Nvidia or Ati.jpg (204.19 KB, 986x695 - viewed 337 times.)

Upgrade to PSSM is available for SSAO customers. Check for details.
January 20, 2010, 08:16:59 pm
Thanks viktor, I will take a try. But for now iam learning UDK  Grin Its really bad ass.  Frustrated
January 20, 2010, 10:00:16 pm
UDK will will lead you to nothing. Really ALI. This is a better editor. Perhaps some hlsl studies will help more. This is just an tip.  Heart

January 20, 2010, 10:24:42 pm
Really micha? Why you ignoring UDK? Its look very fantastic. Iam just downloading the videos and learning. Also its possible to publish a complete standalone game with UDK. Also it have a kismet editor for node based programming for non programmers.  Huh?
January 21, 2010, 09:59:35 am
Because i read a review just saying it is a better editor to make mods for unreal games.
You can't extent anything. Then you need a licence.

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