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My Global Illumination tests

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  15:20:28  5 February 2012
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ket
Senior Resident
 

 
On forum: 01/13/2006
 

Message edited by:
ket
02/05/2012 16:12:05
Messages: 1432
My Global Illumination tests

As graphically maxing SoC out is the theme of the moment right now I thought I would apply my graphical knowledge and understanding of GI and how X-Ray uses GI to do some experiments. Heres the results;

32 Photons:
http://img.photobucket.com/albums/v187/bizket/GI32.jpg

64 Photons:
http://img.photobucket.com/albums/v187/bizket/GI64.jpg

64 Photons (performance mode):
http://img.photobucket.com/albums/v187/bizket/GI64-93.jpg

128 Photons:
http://img.photobucket.com/albums/v187/bizket/GI128-90.jpg

128 Photons (performance mode):
http://img.photobucket.com/albums/v187/bizket/GI128-85.jpg

For those that aren't sure where to look, look at the desk lamps in the foreground and background at how they cast their light. Effectively, the higher the Photons count the more accurate you can make GI, in some cases you can get more accurate GI at better FPS than less accurate lower quality GI. I deffinately don't recommend messing with GI paramaters unless you know exactly how it works because the changes needed to be made are very fine (I'm talking 0.0000(1) adjustments here) and most people would simply lose patience

Do note, Global Illumination is a VERY demanding feature in SoC, it can, and will, bring your GPU and CPU to its knees if you don't pick realistic GI levels modern GPU / CPUs can handle.
  18:33:46  5 February 2012
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
 

Message edited by:
Meltac
02/05/2012 18:34:43
Messages: 1519
For sure interesting. Especially I'm appreciating the "maxing out" thinking that is currently making the round However:


---QUOTATION---
Do note, Global Illumination is a VERY demanding feature in SoC, it can, and will, bring your GPU and CPU to its knees if you don't pick realistic GI levels modern GPU / CPUs can handle.
---END QUOTATION---



That's the main reason why many people (including me) have disabled GI at all and won't benefit from your disclosures
  20:30:58  5 February 2012
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ket
Senior Resident
 

 
On forum: 01/13/2006
 

Message edited by:
ket
02/05/2012 20:35:15
Messages: 1432
You'll notice the FPS counter in those screenshots, thats with a 1GB GTX460 @ 900 / 4200, meaning those settings are very viable for anyone with a OC'd GTX460 or better. In fact, a OC'd GTX470 or better could easily handle any of the fine tuned GI settings I'm using in those screenshots comfortably, perhaps with a exception for the 128 Photons setting thats meant very much for "next gen" GPUs / CPUs.

Its not easy optimising GI in SoC, theres far more to it than simply enabling GI and setting Photons count, but the results are very much worth it.
  21:19:43  5 February 2012
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Seeker_of_Strelok
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On forum: 05/02/2011
Messages: 279
G.I. Tests

Any plans on using these in your new beta / finished mod?
  22:02:47  5 February 2012
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ket
Senior Resident
 

 
On forum: 01/13/2006
 

Message edited by:
ket
02/05/2012 22:35:32
Messages: 1432

---QUOTATION---
G.I. Tests

Any plans on using these in your new beta / finished mod?
---END QUOTATION---



Yep, I have plans to include various files for GI with the next TK beta. There will be files ranging from 16 - 128 Photons for users to choose from with a accompanying SS of each GI implementation to help them decide which will run best on their system. I've just finished testing 64 Photons with my OC'd system and while it can handle it there are a few times when FPS dips below what people would consider desirable (about 17FPS) so I'd say a OC'd system with a GTX560 448 core should be just enough to keep framerate acceptable. Alternatively using the 64 Photons Performance profile could be a decent compromise.
  23:36:51  5 February 2012
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EngineOfDarkness
(Senior)
 
On forum: 10/24/2008
Messages: 67
This thread made me actually search my login credentials (I thought someone posted a nearly flawless GI implementation )

Did you check different places in different levels?

From what I played around with GI in my Stalker playthroughts I always found areas where it outright "sucked" so to speak when I turned it on.

I then proceeded to play around with the Settings until it looked good - only to realise it looked bad in other places.

E.g. "flickering" light, light bleeding through walls, lightsources vanishing when you turn a certain amount of degrees away form them - as if they are culled from the view(e.g. the artefact (the highest tier of moonlight) in the cordon tunnel (under the dam) - not sure if its only in mods though, haven't played vanilla for a long time).

This problems where always show stoppers for me, as I notice this and this instantly annoys me.

Same with the shadows. While the "weird shadow edge at certain angles" shadow thing is rather easy to fix, the other Shadow bugs are not (like the shadow "stripes" if you zoom into some far away building, or shadows popping up/ fading at certain angles).
  00:27:17  6 February 2012
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dezodor
level designer
(Resident)

 

 
On forum: 04/08/2007
Messages: 3803

---QUOTATION---
This thread made me actually search my login credentials (I thought someone posted a nearly flawless GI implementation )

---END QUOTATION---



gi in xray engine is halfway done, and not optimized at all, thats why they kept it turned off by default...
  01:14:37  6 February 2012
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ket
Senior Resident
 

 
On forum: 01/13/2006
Messages: 1432

---QUOTATION---
This thread made me actually search my login credentials (I thought someone posted a nearly flawless GI implementation )

Did you check different places in different levels?

From what I played around with GI in my Stalker playthroughts I always found areas where it outright "sucked" so to speak when I turned it on.

I then proceeded to play around with the Settings until it looked good - only to realise it looked bad in other places.

E.g. "flickering" light, light bleeding through walls, lightsources vanishing when you turn a certain amount of degrees away form them - as if they are culled from the view(e.g. the artefact (the highest tier of moonlight) in the cordon tunnel (under the dam) - not sure if its only in mods though, haven't played vanilla for a long time).

This problems where always show stoppers for me, as I notice this and this instantly annoys me.

Same with the shadows. While the "weird shadow edge at certain angles" shadow thing is rather easy to fix, the other Shadow bugs are not (like the shadow "stripes" if you zoom into some far away building, or shadows popping up/ fading at certain angles).
---END QUOTATION---



Once I get to the lab levels again (lost my saves when a bad USB driver nuked my Win7 install) I'll make a video of GI. I've never experienced bugs with GI, the flickering you describe sounds like you had r2_allow_r1_lights enabled.
  01:18:01  6 February 2012
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ket
Senior Resident
 

 
On forum: 01/13/2006
Messages: 1432

---QUOTATION---
This thread made me actually search my login credentials (I thought someone posted a nearly flawless GI implementation )


gi in xray engine is halfway done, and not optimized at all, thats why they kept it turned off by default...
---END QUOTATION---



Irellivent. that was then, this is now. Hardware is now powerful enough to utilise it as long as the wrench time is put in fine-tuning the settings for the best visual to performance ratio.
  01:39:50  6 February 2012
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EngineOfDarkness
(Senior)
 
On forum: 10/24/2008
Messages: 67

---QUOTATION---

Once I get to the lab levels again (lost my saves when a bad USB driver nuked my Win7 install) I'll make a video of GI. I've never experienced bugs with GI, the flickering you describe sounds like you had r2_allow_r1_lights enabled.
---END QUOTATION---



Not that I remember, I always kept this setting of as it felt way to bright (and it was eating additional FPS).

Mind sharing your GI Setup? Maybe it is something which happens cause of the mod/ shaders i have installed (1.0004 SoC Version).

Gonna test later today when I am back from work.
 
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