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r2_gi_photons

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  19:16:57  2 November 2013
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angrydog
Senior Resident
 

 
On forum: 09/01/2009
Messages: 3341
info about GI here:
https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_page=179&thm_id=21303&page=1&sort=ASC&sec_id=16
  19:48:16  2 November 2013
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Don Reba
Bishop and Councilor of War
(Moderator)

 

 
On forum: 12/04/2002
 

Message edited by:
Don Reba
11/02/2013 20:07:37
Messages: 11725

---QUOTATION---
As SoC is a game from circa 2007 I very much doubt you will need anything so recent as 2013 technology to run it. In fact being too up-to-date with things such as graphics drivers can be deleterious when dealing with an aging, curmudgeonly game like Stalker.
---END QUOTATION---


But then, GI was not supposed to be actually used. It was a proof of concept demo, too slow for the hardware of the time.

X-ray was a forerunner of deferred shading technology. Its main advantage over Doom 3 and other games of the time was its ability to render large numbers of lights without a huge slowdown. So, they tried to see if they could imitate reflected lighting by tracing rays from real light sources and creating new lights where those collided with obstacles.
  21:53:55  2 November 2013
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Jpeg2000
(Novice)
 
On forum: 11/01/2013
 

Message edited by:
Jpeg2000
11/03/2013 0:54:34
Messages: 10
r2_gi_depth


---QUOTATION---
So, they tried to see if they could imitate reflected lighting by tracing rays from real light sources and creating new lights where those collided with obstacles.
---END QUOTATION---



So, what actually speaking does the r2_gi_depth control in terms of the algorithm as a whole? I am interested in how does the GI in STALKER SoC works.
  22:08:52  2 November 2013
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Don Reba
Bishop and Councilor of War
(Moderator)

 

 
On forum: 12/04/2002
Messages: 11725

---QUOTATION---
If the approach is unchanged for the Global Illumination from the one presented in the GPU Gems 2 book, in the 9th chapter, and the GI light sources are un-shadowded, then how does Global Illumination shadow depth fit in? I am interested in how does the GI in STALKER SoC works.
---END QUOTATION---


Global Illumination shadow depth — what does that refer to?
  22:16:30  2 November 2013
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Jpeg2000
(Novice)
 
On forum: 11/01/2013
Messages: 10

---QUOTATION---
If the approach is unchanged for the Global Illumination from the one presented in the GPU Gems 2 book, in the 9th chapter, and the GI light sources are un-shadowded, then how does Global Illumination shadow depth fit in? I am interested in how does the GI in STALKER SoC works.
Global Illumination shadow depth — what does that refer to?
---END QUOTATION---



According to TweakGuides.com, that is what r2_gi_depth represent.
  22:29:27  2 November 2013
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Don Reba
Bishop and Councilor of War
(Moderator)

 

 
On forum: 12/04/2002
 

Message edited by:
Don Reba
11/02/2013 22:41:37
Messages: 11725
As I understand it, r2_gi_depth is the number of bounces. For example, if you set the number of photos to 32 and GI depth to 2, every light will create 32 primary reflected lights and 32x32=1024 secondary. The higher you set it, the more accurate the lighting will be, but the cost increases exponentially.

I'll move this thread to Mod Discussion later on, since that is where the technical conversations go on.
  23:18:52  2 November 2013
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Jpeg2000
(Novice)
 
On forum: 11/01/2013
 

Message edited by:
Jpeg2000
11/03/2013 0:53:15
Messages: 10
r2_gi_depth?


---QUOTATION---
As I understand it, r2_gi_depth is the number of bounces. For example, if you set the number of photos to 32 and GI depth to 2, every light will create 32 primary reflected lights and 32x32=1024 secondary. The higher you set it, the more accurate the lighting will be, but the cost increases exponentially.

I'll move this thread to Mod Discussion later on, since that is where the technical conversations go on.
---END QUOTATION---



While checking frame rate performance with both r2_gi_depth set to 5 and to 1, I found almost no performance difference, if any. Perhaps if you are correct about r2_gi_depth being the number of bounces, then maybe the engine rejects the low brightness secondary lights. But I hoped that it referred to some kind of occlusion for indirect lights.
  01:18:39  3 November 2013
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Stalkerstein
Senior Resident
 

 
On forum: 04/24/2010
 

Message edited by:
Stalkerstein
11/03/2013 1:19:17
Messages: 1975

---QUOTATION---
r2_gi_photons

On my gear the upper working limit (the number being a multiple of 8) of photons is 32. And on the internet I read that it is 256. Is it possible to set the r2_gi_photons to 256?
---END QUOTATION---




http://www.tweakguides.com/STALKER_8.html

About half way down the page.
  01:44:19  3 November 2013
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Jpeg2000
(Novice)
 
On forum: 11/01/2013
Messages: 10
r2_gi_photons


---QUOTATION---
r2_gi_photons

On my gear the upper working limit (the number being a multiple of 8) of photons is 32. And on the internet I read that it is 256. Is it possible to set the r2_gi_photons to 256?


http://www.tweakguides.com/STALKER_8.html

About half way down the page.
---END QUOTATION---



The source you provided is the one I referred to as "on the internet". And I am wondering why a value for the variable that is a multiple of 8 on my PC does not work if it is higher than 32. But thanks for participating in this topic nonetheless.
  00:30:47  4 November 2013
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430
@Jpeg, I don't know if my comments will be that helpful or not, but I've found the below settings were about all my PC could manage, in certain areas, but then I had to turn it off for every other area:
r2_gi_clip 0.0212
r2_gi_depth 1
r2_gi_photons 32
r2_gi_refl 0.9

I seem to recall that setting the photons above 32 had little noticeable difference in quality, but massive difference in performance, but again, I didn't do extensive testing. I plan to look at these in more detail once I build my BF4 rig!!!! mean.

I really like the GI effect, as it softens the edge of light cast by each light source.

I'm currently using an Aleinware laptop with:
Core i7 Q740 @ 1.7Ghz, &
Radeon HD 5800 Mobility.
SHOC v1.0005
 
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