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| Orbiter Visualization Project Orbiter external graphics development. |
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#376 |
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Addon Developer
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#377 |
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Crazy about real time sims
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Ah you got Alienware
, I would probably have gone for it but for the same price of $900 I was getting i7 and nvidia 630m + 6 gb with asus
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#379 |
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Crazy about real time sims
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So I have been wondering, the question which has been there in my mind all this while
...all this beautiful capabilities you guys have been adding, I guess, if somebody wanted to, then all the bump maps and stuff could also be used to really texture decks inside a ship ![]() Like this maybe : ![]() ![]() Oh no...another trek fanboy !! is it possible to make the long extended lights and multiple lights for a scene ? I am trying to pull together a scene graph which can handle huge numbersof objects, allocating and deallocating them on the fly as the camera moves around. Last edited by dumbo2007; 04-27-2012 at 10:26 PM. |
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#380 |
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Addon Developer
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#381 |
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Crazy about real time sims
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....Once I get my head around this scene graph working for the next release of Bump , then its time to hit the texturing tools. I have always wondered whether its possible to do as many lights as in the scenes above, with reasonable frame rates. Anyone have any idea about that ? Last edited by dumbo2007; 04-27-2012 at 10:42 PM. |
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#382 |
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Addon Developer
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#384 |
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Addon Developer
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#385 |
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Addon Developer
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(8800gt had 120 and 25) this client doesn't compute anything big on CPU so good video card is enough to have good fps. fps may be increased in future because the client's code may be optimized further. ![]() Quote:
Last edited by Glider; 04-28-2012 at 07:21 PM. |
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#386 |
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innn spaaaaace...ace...ace...!
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I just tried it again, and it's looking great (esp. the normal maps on the moon. whoa.), but I'm still having weird issues with the post-processing, even with the latest version of the client and the latest drivers for my card (GTX 570, Win7). I've tried all sorts of combinations of settings in both the DX11 video options and nVidia controls, but the brightness level fluctuates rapidly at all time accelerations, and in the external view it just gets brighter and brighter over about a minute until everything is covered by eye-searing glare, no matter how far I am from the sun. If I switch to the internal view it goes back to normal, but the fluctuations remain and for me are too distracting to be playable with the effects on.
Its behavior makes it so I can't tell exactly what the post processing effects are supposed to be doing - Right now if I'm in the shadow of a planet it makes the stars and moons brighter like you'd expect, but in the daylight if I look at the sun it quickly turns into a solid white circle and all the stars increase to identical maximum brightness. I assume they're supposed to be washed out to solid black when everything else gets brighter, but maybe you guys just haven't gotten around to that yet. The horizon glow looks amazing and soft, but the sun and stars seem to get too "sharp," I think - At least if my effects are doing what they're supposed to. Another thing, though it's probably been mentioned before, is that the exhaust graphics don't seem to be able to change intensity depending on thrust level, but are always at maximum. When using a hold autopilot, it looks like the RCS is going crazy, and even a little thrust from the main or hover engines causes them to appear at full blast. It did help me discover why my joystick seemed to be always jittering when on the ground, though, since I could clearly see where I'd forgotten to add a deadzone. I'm also getting the weird colors on buildings, but they seem to go away if I zoom way out then zoom back in, or if I just go into the shutdown options in the lauchpad and select "terminate Orbiter process" and start fresh each time. It looks so great, though, and I love the soft glows and illumination from the lights - It makes everything feel so much more real. I do think in both DX clients the clouds look a little flat and low-res compared to the stock graphics, but that's probably a function of the shadows being lighter overall so the microtextures don't pop the same way. I tried messing with the .fx files for the cloud shadows but my understanding of that code is approximately zero, so I didn't get anywhere. |
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#387 |
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Crazy about real time sims
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I am keeping a sharp lookout on this forum now
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#388 |
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Addon Developer
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Seems there is awesome work there ! Congrats !
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#389 |
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Crazy about real time sims
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So is it possible to turn on/off post processing effects in game ? A lot of games provide in game controls, and SDK interface functions, so that certain effects can be turned on for certain scenes only.
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#390 |
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Addon Developer
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---------- Post added at 22:07 ---------- Previous post was at 21:31 ---------- UPDATE: I've fixed bug with exhaust transparency. Now it works just the way it's supposed to. Please download latest & check it out. P.S. Looks like I'm in a mood for some "good old bugs" fixing ![]() ---------- Post added Apr 29th, 2012 at 00:21 ---------- Previous post was Apr 28th, 2012 at 22:07 ---------- Quote:
, but today I've fixed that bug - now "inline" bases are also being read from planet config file.
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