jermi on 27/2/2005 at 12:42
Quote Posted by dracflamloc
In the editor its actually very smooth on my geforce 6800gt, but ingame its slow.
Try a larger flesh renderer window and behold the awful truth(?)
dracflamloc on 27/2/2005 at 20:07
No it's still smooth. In-game I'm pretty sure its the CPU calculations. I use the 3d perspective window for pretty much everything.
By the way, has anyone ever had this t3ed crash on you because you tried resizing the texture window?
(by the way, a 9600 has 4 pixel shading pipelines and 128 bit bus, 6800GT has 16 pixel shading pipelines and a 256bit bus, which is also why its a 400 dollar card :rolleyes: which nearly made me bankrupt)
deadman on 27/2/2005 at 20:36
Quote Posted by dracflamloc
A soft shadow, programmatically, is actually just a single shadow, with a fading algo used to blur/blend the edges, which is actually faster than casting multiple shadows, (though still quite slow). Soft shadows are actually usable in games provided they are used sparingly. Many game engines over the past year or so have used soft shadows for the character shadows. Of course those are only using lightmaps and so the only things dynamic are the characters shadows themselves.
I first learned of soft shadows in the "Unreal Engine 3" technical demo video shown at last year's E3. After seeing the stencil sharp shadows in Thief, I wondered why that was, and what could be done to give them a softer, feathered look. Are soft shadows supported in the Flesh engine (is it an easy answer?)?
It's sort of funny.. We have dynamic lighting and shadows, yet they look like crap, by and large, exactly because they are too stencil-sharp.
deadman.
Jadon on 27/2/2005 at 20:39
Yeah, If anyone is seriously considering doing this in there levels they create later on I will Kill them with a slow horrible death. but it is cool to see it can be faked.
jermi on 27/2/2005 at 20:50
Quote Posted by deadman
Are soft shadows supported in the Flesh engine (is it an easy answer?)?
It's an easy answer. No, soft shadows are
not supported.
Komag on 27/2/2005 at 22:53
Quote Posted by dracflamloc
(by the way, a 9600 has 4 pixel shading pipelines and 128 bit bus, 6800GT has 16 pixel shading pipelines and a 256bit bus, which is also why its a 400 dollar card :rolleyes: which nearly made me bankrupt)
I know, I had one, once... (Komag cries :( :( :( ) But I MIGHT for my birthday next month be getting a nice 6600GT, only around $200 and almost as good :)
deadman on 28/2/2005 at 00:00
Quote Posted by jermi
It's an easy answer. No, soft shadows are
not supported.
Okay, let's christen the editor StencilEd, in that case :cool: :nono:
dracflamloc on 28/2/2005 at 00:11
Quote Posted by Komag
I know, I had one, once... (Komag cries :( :( :( ) But I MIGHT for my birthday next month be getting a nice 6600GT, only around $200 and almost as good :)
Ah, yes the 6600GT is quite good for the price, a bit better than ati's 9800XT and shader 3.0 support.
Domarius on 28/2/2005 at 05:58
Heh, that is an old technique people use in 3D apps that don't support soft shadows. It kills performance there too. :)
Nupraptor on 28/2/2005 at 17:21
Quote Posted by deadman
It's sort of funny.. We have dynamic lighting and shadows, yet they look like crap, by and large, exactly because they are too stencil-sharp.
Personally, I prefer sharp stencil shadows over lightmaps. Real-Time shadows do more to add to immersion and believability than anything else. I was constantly amazed by the lighting in T3, even if it wasn't perfect.