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Orbiter Visualization Project Orbiter external graphics development.

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Old 07-24-2016, 12:23 AM   #3991
SolarLiner
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Here's a new build of the HDR branch for RC1
Changes:
  • New Lens Flare shader - completely rewritten to go with LGPL (the old one was taken and modified from a Shadertoy shader; this one should operate the same, might even perform better (simpler shader for almost the same result), and is 100% my creation)
  • Reverted tonemap formula back to Reinhard - more natural result, less contrasted but brighter
  • The graphics client now better uses the new dynamic range
  • Actually is the most recent one. I feel pretty much stupid at this point...
Warning: Disabling post-processing effects will result in a overexposed and flat image.

----
jarmo and kuddel: Using build_release.bat gives mea "forUnknown" filename - which apparently is the result of over.exe giving nonsense for the batch script; changing the flag to over /L runs better, but the filename syntax differs. Any idea?
Running over.exe prints this:
Code:
C:\Games\Orbiter\D3D9Client\branches\HDR\Utils\D3D9Client>over /N                                                                                                                                             
Retrieving version information from Orbiter repository...                                                                                                                                                           
160712:0451
(program appears to hang for a minute after printing the command - I'm assuming it's trying to connect to a remote repository)
Attached Files
File Type: zip D3D9ClientBeta24.1-for2016-07-12(r744).zip (1.63 MB, 16 views)

Last edited by SolarLiner; 07-24-2016 at 02:26 PM.
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Old 07-24-2016, 04:56 AM   #3992
jarmonik
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Quote:
Originally Posted by GLS View Post
 I found 2 problems with the text output in r24.1.
Could you check if this build fixes these two issues and the polygon of course.
Also surface tile load issues should be addressed.
Attached Files
File Type: zip D3D9Client-Test.zip (1.97 MB, 72 views)
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Old 07-24-2016, 09:08 AM   #3993
Ripley
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Quote:
Originally Posted by kuddel View Post
 That issue is already solved (a more recent version of D3D9Client including that fix should already be posted her, I think)
I don't know if this test version posted by Jarmonik is the "more recent version" Kuddel wrote about, but my recorded flights annotations problem is still the same with it.
Text goes off screen to the far right, as in my last screenshot at post #3987
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Old 07-24-2016, 10:27 AM   #3994
GLS
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Quote:
Originally Posted by jarmonik View Post
 Could you check if this build fixes these two issues and the polygon of course.
Also surface tile load issues should be addressed.
All 3 fixed! Thank you so much!
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Old 07-24-2016, 12:10 PM   #3995
Marg
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Quote:
Originally Posted by SolarLiner View Post
 Here's a new build of the HDR branch for RC1
Changes:
  • New Lens Flare shader - completely rewritten to go with LGPL (the old one was taken and modified from a Shadertoy shader; this one should operate the same, might even perform better (simpler shader for almost the same result), and is 100% my creation)
  • Reverted tonemap formula back to Reinhard - more natural result, less contrasted but brighter
  • The graphics client now better uses the new dynamic range
Warning: Disabling post-processing effects will result in a overexposed and flat image.

----
jarmo and kuddel: Using build_release.bat gives mea "forUnknown" filename - which apparently is the result of over.exe giving nonsense for the batch script; changing the flag to over /L runs better, but the filename syntax differs. Any idea?
Running over.exe prints this:
Code:
C:\Games\Orbiter\D3D9Client\branches\HDR\Utils\D3D9Client>over /N                                                                                                                                             
Retrieving version information from Orbiter repository...                                                                                                                                                           
160712:0451
(program appears to hang for a minute after printing the command - I'm assuming it's trying to connect to a remote repository)
Somehow does not work. I noticed that some files are not in this pack... for example sketchpad.fx. I see black and white overexposed image again.
(postprocessing is enabled).
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Old 07-24-2016, 01:20 PM   #3996
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Nonsense reply, sorry...

Last edited by SolarLiner; 07-24-2016 at 02:23 PM.
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Old 07-24-2016, 01:27 PM   #3997
Eduard
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Originally Posted by SolarLiner View Post
 Warning: Disabling post-processing effects will result in a overexposed and flat image.
Ok, I enabled following option:
Video->Advanced->Enable post-processing effects
But then, de result changes from this:
Click image for larger version

Name:	16.07.24 13-28-49 GL-01S.jpg
Views:	26
Size:	142.1 KB
ID:	14659
to this:
Click image for larger version

Name:	16.07.24 13-29-11 GL-01S.jpg
Views:	25
Size:	121.8 KB
ID:	14660
Still bad. In fact even worse. But from space, I can see the nice shiny sun now (beautifull, seriously good work!).

Another thing:
Why is this option still disabled by default in the D3D9Client.cfg within your ZIP file?

Last edited by Eduard; 07-24-2016 at 01:31 PM.
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Old 07-24-2016, 02:07 PM   #3998
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Quote:
Originally Posted by jarmonik View Post
 Could you check if this build fixes these two issues and the polygon of course.
Also surface tile load issues should be addressed.
As far as I can see the low and high res textures are all loading now.

But in both now posted versions the orange screentexts in the "DG to the moon" scenario still run out of the screen.
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Old 07-24-2016, 02:25 PM   #3999
SolarLiner
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Okay, so the problem was that I was having two working copies of the code, and I published an older, definitely not for-release version...

This one should look and feel and be better now.
Attached Files
File Type: zip D3D9ClientBeta24.1-for2016-07-12(r744).zip (1.63 MB, 55 views)
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Old 07-24-2016, 06:12 PM   #4000
Eduard
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Quote:
Originally Posted by SolarLiner View Post
 Okay, so the problem was that I was having two working copies of the code, and I published an older, definitely not for-release version...

This one should look and feel and be better now.
Much better, but is the following a known issue (Sun is visible through buildings)?:
Click image for larger version

Name:	16.07.24 20-09-53 GL-01S.jpg
Views:	31
Size:	80.1 KB
ID:	14664



Furthermore, I am experiencing an extreme drop in framerate now. For example, when orbiting the Earth:
Old framerate: 250 - 300 fps
New framerate: 40 - 50 fps

I believe this problem is partially due to enabling post-processing effects.
I tested that now with the previous build (D3D9ClientBeta24.1-forBETA r58(r733).zip), resulting in a drop to about: 75 to 90 fps.

But the extremely low framerates of 40 - 50 are only with the newest build.

(All mentioned values here are based on the setting "Disable vertical sync" enabled. Otherwise framerates are locked to a maximum of 60 fps.)

My screen resolution: 3840x2160 (4k Ultra HD).

Last edited by Eduard; 07-24-2016 at 07:01 PM.
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Old 07-24-2016, 07:01 PM   #4001
SolarLiner
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Sun shining through buildings is a known issue, I have to try and find a good way to test for light obstruction...
For the framerate it is also expected, post-processing effects cost quite a bit on the GPU and the fact that you're having a 4k screen to render to makes it that much greater in terms of computation.

Running in 4K with my GTX 970 yields 85-90 fps against 450-500 otherwise. That is because other than those effects not much is going on while running Orbiter, which means that your graphics card is not really working hard.
That being said, there is always place for optimization, however I am not the best for that so if anyone wants to dig into the shader code and provide me with modifications that would improve the runtime I'd take it!
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Old 07-24-2016, 07:15 PM   #4002
Marg
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[ERROR] Invalid Window !! RenderWndProc() called after calling clbkDestroyRenderWindow() uMsg=0x1
I see this message in log files. And black screen after 0,5 secs when scenario is loaded...
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Old 07-24-2016, 07:19 PM   #4003
Marg
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Image (after I look around with a mouse):
Attached Thumbnails
Orbiter1.jpg  
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Old 07-24-2016, 07:36 PM   #4004
Eduard
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Quote:
Originally Posted by SolarLiner View Post
 Sun shining through buildings is a known issue, I have to try and find a good way to test for light obstruction...
For the framerate it is also expected, post-processing effects cost quite a bit on the GPU and the fact that you're having a 4k screen to render to makes it that much greater in terms of computation.

Running in 4K with my GTX 970 yields 85-90 fps against 450-500 otherwise. That is because other than those effects not much is going on while running Orbiter, which means that your graphics card is not really working hard.
That being said, there is always place for optimization, however I am not the best for that so if anyone wants to dig into the shader code and provide me with modifications that would improve the runtime I'd take it!
Ok, thanks for your answer.
I forgot to say that I have a GTX 750 Ti graphics card. I don't know how much slower my videocard is, but the relative size of performance difference between both settings you experience is not much different I understand.

As long as optimization has not been done, I have to live with it.

Is there / will there be a way to disable post-processing without having an over exposed image, like in the previous builds?
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Old 07-24-2016, 09:38 PM   #4005
SolarLiner
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Quote:
Originally Posted by Eduard View Post
 Is there / will there be a way to disable post-processing without having an over exposed image, like in the previous builds?
I've been thinking about that, and I see it two ways:
- Either "disabling post-process" means disabling the bloom, lens flare and color correction effects, but keeping the tonemapping
- Or with disabling post-processing we get the old behavior, but that means having conditional statements everywhere in the shaders - might not be the best performance-wise.

So yes, that will surely will happen, but as long as the HDR branch is a branch and not in the main trunk, I won't think about that - first let's have things working correctly (the branch still lacks an auto-exposure feature) before thinking about backward compatibility.

---------- Post added at 21:38 ---------- Previous post was at 21:35 ----------

Quote:
Originally Posted by Marg View Post
 Image (after I look around with a mouse):
What happened here? Does the light accumulates over time?
It might be better visualizing what's happening if you were able to record a video of Orbiter while loading a scenario. You can do so with OBS Studio
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