tag:blogger.com,1999:blog-9193968969153274146.post2465634771152064491..comments2023-05-20T12:08:52.031+02:00Comments on In The Games Of Madness: Pre-pass lighting reduxFrictional Gameshttp://www.blogger.com/profile/00278352641328669040noreply@blogger.comBlogger9125tag:blogger.com,1999:blog-9193968969153274146.post-83941951733418439312012-05-10T16:38:15.907+02:002012-05-10T16:38:15.907+02:00In my opinion, if you use pre-pass you should run ...In my opinion, if you use pre-pass you should run it via a tile-defferd light pass. that way you actualy have the extra framebuffer for some usage.Nicklashttps://www.blogger.com/profile/12444411981174212852noreply@blogger.comtag:blogger.com,1999:blog-9193968969153274146.post-9840532225708704252010-10-26T07:14:32.077+02:002010-10-26T07:14:32.077+02:00Offtopic But I wanted to say the team at Frictiona...Offtopic But I wanted to say the team at Frictional Games Rocks! I also hope in the future you can make games for the PS3. I would really like to see what you could do with that system plus with PlayStation Move.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-9193968969153274146.post-57495415710513442062010-10-24T17:50:21.512+02:002010-10-24T17:50:21.512+02:00Completely unrelated but... where can I donate?Completely unrelated but... where can I donate?Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-9193968969153274146.post-44244523767093041172010-10-23T18:01:50.511+02:002010-10-23T18:01:50.511+02:00Anonymous , #define REAL_TIME_LIGHTING :)
It alrea...Anonymous , #define REAL_TIME_LIGHTING :)<br />It already has real-time lighting since Penumbra series and it's forward renderer. There is no precalculated lighting, like lightmaps and such.<br />Or maybe you ment real-time global illumination or something..?Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-9193968969153274146.post-16659961024142963292010-10-23T17:36:21.673+02:002010-10-23T17:36:21.673+02:00Does this mean that the HPL3 engine will have real...Does this mean that the HPL3 engine will have real time lighting?Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-9193968969153274146.post-37827929989567408122010-10-23T02:27:00.670+02:002010-10-23T02:27:00.670+02:00Flexibility vs. Performance. Can't say I didn&...Flexibility vs. Performance. Can't say I didn't expect this.Ashnoreply@blogger.comtag:blogger.com,1999:blog-9193968969153274146.post-6244833037849444532010-10-23T00:50:35.379+02:002010-10-23T00:50:35.379+02:00Are you sure you haven't done anything in the ...Are you sure you haven't done anything in the code that would slow down the renderer? Your results might be right, but please double-check?<br />These things happen - sometimes you accidentally create a bottleneck.<br />Use a performance profiler, it might help.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-9193968969153274146.post-32068811332343654422010-10-22T21:21:42.493+02:002010-10-22T21:21:42.493+02:00Max:
I am worried that normal mapped surfaces will...Max:<br />I am worried that normal mapped surfaces will look crappy if doing that. There is also the problem of having to downscale the the z-buffer (not really sure how to do that) and if I don't then I will loose many optimizing techniques used (but perhaps the 1/4th less area makes up for that?).<br /><br />Btw, I actually checked your blog post when researching for my pre-pass implementation :)Thomashttps://www.blogger.com/profile/02945983378935089787noreply@blogger.comtag:blogger.com,1999:blog-9193968969153274146.post-6651549761124643362010-10-22T20:02:44.102+02:002010-10-22T20:02:44.102+02:00With a light pre-pass renderer you can decouple th...With a light pre-pass renderer you can decouple the resolution of the lighting from the resolution of the the material textures (like inferred rendering). Rendering the lighting at 1/4 resolution and upscaling (with filtering) could give you a performance boost at the cost of some quality. It would be interesting to hear your results if you try this.Maxhttp://www.m4x0r.comnoreply@blogger.com