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Dec 18 2018

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Oct 18 2018

Polakrity added inline comments to D1651: aiTips gamesetup cleanup.
Oct 18 2018, 8:49 AM · Contributors

Oct 17 2018

elexis retitled D1651: aiTips gamesetup cleanup from Small gamesetup cleanup to aiTips gamesetup cleanup.
Oct 17 2018, 7:51 AM · Contributors
elexis added a comment to D1651: aiTips gamesetup cleanup.

Inspired from rP21882? There are 90 more where that came from, including this one.

Oct 17 2018, 7:51 AM · Contributors
Polakrity added a comment to D594: Fix tooltips not used in gamesetup.
In D594#24518, @elexis wrote:

Ok to add the missing ones, even if not all of them seem needed. I'd prefer to wait after the release, so that we don't lose the translations of the existing strings for now.

Oct 17 2018, 1:21 AM · Contributors
Vulcan added a comment to D594: Fix tooltips not used in gamesetup.

Successful build - Chance fights ever on the side of the prudent.

Oct 17 2018, 1:21 AM · Contributors
Polakrity updated the diff for D594: Fix tooltips not used in gamesetup.
Oct 17 2018, 1:17 AM · Contributors
Polakrity retitled D594: Fix tooltips not used in gamesetup from Fix tooltips in gamesetup to Fix tooltips not used in gamesetup.
Oct 17 2018, 1:16 AM · Contributors
Vulcan added a comment to D1651: aiTips gamesetup cleanup.

Successful build - Chance fights ever on the side of the prudent.

Oct 17 2018, 12:49 AM · Contributors
Polakrity created D1651: aiTips gamesetup cleanup.
Oct 17 2018, 12:41 AM · Contributors

Jun 25 2018

Stan added a member for Contributors: drummyfish.
Jun 25 2018, 3:24 PM

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Stan added a member for Contributors: Teiresias.
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May 15 2018

elexis added a member for Contributors: anileapen05.
May 15 2018, 3:51 PM

May 11 2018

aeonios abandoned D1454: Grand Unified Postproc Shader.

Closing this. It's gotten so entangled with shadows that I'm just going to merge the two revisions.

May 11 2018, 5:20 PM · Contributors
aeonios added a child revision for D1454: Grand Unified Postproc Shader: D1450: Improved Shadow Filter.
May 11 2018, 2:27 PM · Contributors

May 4 2018

aeonios added a comment to D1454: Grand Unified Postproc Shader.

I think this might need some atlas touchups, and I'd rather backwards-compatibility be created by changing map settings rather than hardcoding it.

May 4 2018, 8:32 AM · Contributors
wraitii added a reviewer for D1454: Grand Unified Postproc Shader: wraitii.

I think this might need some atlas touchups, and I'd rather backwards-compatibility be created by changing map settings rather than hardcoding it.

May 4 2018, 8:22 AM · Contributors

May 3 2018

aeonios added a comment to D1454: Grand Unified Postproc Shader.

Need to correct my statement. Anti-Aliasing support with opensource drivers (mesa) sometimes has changes or problems in its releases or/and maybe combined with some distro packages (here Ubuntu 16.04) to enable this feature. With updated mesa stack (to the newest) anti-aliasing now works via dri. Just adding this statement.

May 3 2018, 2:13 PM · Contributors
ffffffff added a comment to D1454: Grand Unified Postproc Shader.

Need to correct my statement. Anti-Aliasing support with opensource drivers (mesa) sometimes has changes or problems in its releases or/and maybe combined with some distro packages (here Ubuntu 16.04) to enable this feature. With updated mesa stack (to the newest) anti-aliasing now works via dri. Just adding this statement.

May 3 2018, 2:03 PM · Contributors

May 2 2018

ffffffff added a comment to D1454: Grand Unified Postproc Shader.

I always have problems in linux setting an anti-aliasing filtering technique (f.e. mlaa/msaa) on 0ad.

May 2 2018, 2:54 PM · Contributors

May 1 2018

Vulcan added a comment to D1454: Grand Unified Postproc Shader.

Successful build - Chance fights ever on the side of the prudent.

May 1 2018, 3:41 PM · Contributors
aeonios added reviewers for D1454: Grand Unified Postproc Shader: Stan, ffffffff.
May 1 2018, 3:19 PM · Contributors
aeonios updated the diff for D1454: Grand Unified Postproc Shader.

I reduced the big blur from 9 taps to 5 taps, which when using linear sampling uses the same number of samples as the 3-tap small blur. This allowed me to simplify the code by reusing the same code for both 3-tap and 5-tap blurs and just changing the offsets and weights. Visually you can't really tell the difference. I also reinstated using all 3 blur textures for bloom, since the smallest blur texture increases the sharpness of the bloom and makes it look a little better. Since that texture is already being sampled by the shader as long as dof is enabled it adds exactly zero overhead one way or the other.

May 1 2018, 3:18 PM · Contributors

Apr 20 2018

aeonios added a comment to D1454: Grand Unified Postproc Shader.

Expensive is the pretty relative meaning. The blur is expensive too. How much the combining expensive? We need to choose between usability and performance.

The biggest cost, as with most postproc-type rendering, is in memory bandwidth. Both the blur process and the final combine are shared by bloom and dof. That means the blur process only needs to be performed once for both shaders (and blur can indeed be expensive, as in causes a noticeable slowdown if overused) and the combine can read the screen texture once and write it once for both shaders. Also, as I've mentioned, combining them allows the visual effect to be consistent whether applying just one of the effects or both. There's no loss of usability and you only pay for what you use. However if you use both you get a cost discount. DOF could support customization through atlas (ie distance factor, distance scale kind of like fog), but that's not immediately needed.

We use the javascript language for the game logic. It's expensive, but it allows many useful things. Deferred rendering is expensive, but it allows to calculate PSM with high precision, virtual textures, etc. Raytracing is expensive, but it allows nice AO.

True but getting the best visual effect for a given cost is always good.

Right now custom postproc effects are not actually supported by postproc manager, but that's beyond the scope of this revision.

It's not actually true, you can customize effects by editing a map file manually.

Eh? How? AFAIK you can't actually use custom shaders. You can configure effects that are already supported, but you can't set up custom textures or FBOs or manage the rendering process.

My point is to allow to artists/modders to freely edit effects. Why? Because if you will profile the game, you will notice, that postproc or final rendering don't cost a lot, the most expensive thing is object submitting. As you noticed we don't use instanced rendering, so we draw a lot of tries/units per different calls. So until we have the completely different bottleneck, we don't need to do optimizations that break usability too early.

There's nothing here that prevents map makers from customizing things just as well as they can do already. Well, at the moment they can't turn off DOF but it wouldn't be a large step to allow it and to even make it customizable. That's mostly a matter of atlas though and beyond the scope of this revision. If you give atlas the necessary capabilities I can certainly handle the backend support. This won't be live until at least a24 anyway so we've got time. The way postproc is handled with maps isn't really ideal, and only allowing one effect is rather limiting. Due to how bad DOF was before I don't think there are any maps that use DOF intentionally anyway.

But the BIG word doesn't mean something exact. Why not call it as I mention above (actualSize, fullSize, etc)?

"actualSize" and "fullSize" aren't any more meaningful either. One blur is a 3 tap gaussian blur and the other is a 9 tap gaussian blur. Both are gaussian blurs and both are "actualSize", but one is bigger than the other which is why I named it such.

Apr 20 2018, 8:02 PM · Contributors
vladislavbelov added a comment to D1454: Grand Unified Postproc Shader.

I did that for performance reasons. Combining the shaders into one saves memory write bandwidth and reduces shader/texture setup costs. Given that those things are all expensive I strongly recommend against splitting them up. Applying the effects separately on top of one another would also be a lot more expensive since the blurs would have to be applied redundantly, but would not look significantly different.

Expensive is the pretty relative meaning. The blur is expensive too. How much the combining expensive? We need to choose between usability and performance.

Apr 20 2018, 7:30 PM · Contributors

Apr 19 2018

aeonios added a comment to D1454: Grand Unified Postproc Shader.

no effects:


bloom-only:

dof-only:

bloom+dof:

Apr 19 2018, 5:23 AM · Contributors
Vulcan added a comment to D1454: Grand Unified Postproc Shader.

Successful build - Chance fights ever on the side of the prudent.

Apr 19 2018, 5:09 AM · Contributors
aeonios updated the diff for D1454: Grand Unified Postproc Shader.

Naming/whitespace tweaks.

Apr 19 2018, 4:47 AM · Contributors
aeonios added a comment to D1454: Grand Unified Postproc Shader.

How Postprocessing should work? An artist/modder has the Atlas or a text editor. He/she adds a list of different PP-effects (i.e. bloom, BW, cartoon) to a map and it works together. Effects are like components. So you don't have to do all things in the one file. And it'd be very good to choose an order of effects.

But if you don't know how to do it or don't want to do yourself, you can wait me. I plan to make changes to the Atlas to allow multiple effects with a different order.

Apr 19 2018, 3:36 AM · Contributors
aeonios added a comment to D1454: Grand Unified Postproc Shader.

You don't need to be compatible. You just need the same position and the same angle of the camera. You can hardcode it, or just use a simple cinemapath.

That'd be a lot of work. Way more than is justified for taking screenshots.

Apr 19 2018, 3:27 AM · Contributors

Apr 18 2018

vladislavbelov added a comment to D1454: Grand Unified Postproc Shader.

How Postprocessing should work? An artist/modder has the Atlas or a text editor. He/she adds a list of different PP-effects (i.e. bloom, BW, cartoon) to a map and it works together. Effects are like components. So you don't have to do all things in the one file. And it'd be very good to choose an order of effects.

Apr 18 2018, 3:31 PM · Contributors
vladislavbelov added inline comments to D1454: Grand Unified Postproc Shader.
Apr 18 2018, 3:25 PM · Contributors
vladislavbelov requested changes to D1454: Grand Unified Postproc Shader.

I did post some before screenshots, but getting exact before/after shots just isn't practical here because the two versions aren't compatible and the new version has a lot of changes in the cpp code. The 'old' 0ad version I have is kept clean and used only for making patches, and thus also doesn't have any of the same replay files or map edits that I use in my active development build.

Apr 18 2018, 3:23 PM · Contributors
Stan added a comment to D1454: Grand Unified Postproc Shader.

See D1370 for an exemple of Atlas options.

Apr 18 2018, 2:38 PM · Contributors
Vulcan added a comment to D1454: Grand Unified Postproc Shader.

Successful build - Chance fights ever on the side of the prudent.

Apr 18 2018, 12:04 PM · Contributors
Vulcan added a comment to D1454: Grand Unified Postproc Shader.

Successful build - Chance fights ever on the side of the prudent.

Apr 18 2018, 11:43 AM · Contributors
Vulcan added a comment to D1454: Grand Unified Postproc Shader.

Successful build - Chance fights ever on the side of the prudent.

Apr 18 2018, 11:21 AM · Contributors
aeonios updated the diff for D1454: Grand Unified Postproc Shader.

whitespace

Apr 18 2018, 11:15 AM · Contributors
aeonios updated the diff for D1454: Grand Unified Postproc Shader.

Fixed the bit at line 690 in map reader.

Apr 18 2018, 11:12 AM · Contributors
aeonios updated the diff for D1454: Grand Unified Postproc Shader.

Ok so I got around to dealing with compatibility issues. The way maps interact with postproc is kind of a pain but I made it work as sensibly as I could.

Apr 18 2018, 10:58 AM · Contributors

Apr 16 2018

aeonios added a comment to D1454: Grand Unified Postproc Shader.

I like this at all, but I have important notes:

  • Screenshots should be before/after, not just after. Also they all have the pretty same angle, that's not good for any comparison.
Apr 16 2018, 11:10 PM · Contributors
vladislavbelov requested changes to D1454: Grand Unified Postproc Shader.

I like this at all, but I have important notes:

Apr 16 2018, 10:16 PM · Contributors
Vulcan added a comment to D1454: Grand Unified Postproc Shader.

Successful build - Chance fights ever on the side of the prudent.

Apr 16 2018, 7:51 PM · Contributors
aeonios updated the diff for D1454: Grand Unified Postproc Shader.

Added spaces to the for blocks, converted '5' into a constant.

Apr 16 2018, 7:29 PM · Contributors