RobertBeckebans / RBDOOM-3-BFG

Doom 3 BFG Edition source port with updated DX12 / Vulkan renderer and modern game engine features
https://www.moddb.com/mods/rbdoom-3-bfg
GNU General Public License v3.0
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AA not working, lighting bug #283

Closed ZaxxerDog closed 3 years ago

ZaxxerDog commented 8 years ago

I'l just copy-paste my comment from the Steam forums: http://steamcommunity.com/app/208200/discussions/0/487876568229181054/#p3 This stuff happens with the Hi Def mod but I didn't try RBDoom3 without that so it can be an issue with the engine.

"Got it working somehow, looks like a fresh install did the trick but there are still some minor issues:

Edit: Based on a comparison between the original and the modded version I can confirm that AA is not working in RBDoom3. The lighting bug also doesn't exist of course. It's a shame that people have to build source ports in order for simple texture mods to work, that's a hard job."

RobertBeckebans commented 8 years ago

Simply open the console and type r_useHDR 0. There will be new menu options soon where you can disable HDR. The only anti aliasing technique that works with HDR is SMAA.

ZaxxerDog commented 8 years ago

Thanks, worked like a charm and it "solved" the strange blue light shafts too. Are those bugs or is this just how HDR was intended to work?

aFoxNamedMorris commented 8 years ago

The effect is supposed to be lens flares. They can be tweaked to be more comfortable, or disabled.

ZaxxerDog commented 8 years ago

Honestly I suggest disabling those by default if that can be done without getting rid of HDR. I could get the need for a lens flare effect but the thing is at its current state this just breaks the lighting because it gets applied even to shiny surfaces that are not light sources (e.g. metal boxes).

aFoxNamedMorris commented 8 years ago

That's why you tweak the values. And FYI lens flares work that way IRL. if it's bright, light source or not, it creates a flare in the lens. If you want in-game flares just for light sources or super bright areas, change 'r_hdrContrastThreshold' to 15 or 18. To tone down flares' intensity, set 'r_hdrContrastOffset' to between 50 and 100.

Sorry for the confusion.

~SteamFox

ZaxxerDog commented 8 years ago

Cool, will try it once AA will work with HDR... but anyway why aren't the more "tame" options are the default values? Not in 20 years of gaming have I seen such an obnoxious and "fake" use of lens flares in any kind of professionally made videogame. My first thought was "wow, what a bug" so frankly finding out that it was intentional sounds pretty ridiculous at first. That's not how you're supposed to do those things though sure, that's why modding exists. :D

Aaand no, when I look at a lamp in real life I don't see any blue light shafts, sorry. Even in games that extensively use such effects - e.g. Battlefield 4 - they are integrated into the art design or just the overall lighting of the game. Here I don't feel that, they look like glitches.

aFoxNamedMorris commented 8 years ago

Set 'r_antialiasing' to 1. This allows you to have decent AA with HDR.

aFoxNamedMorris commented 8 years ago

AA does work with HDR. You have to use a non-MSAA setting. So 'r_antialiasing 1'. This sets the AA to SMAA which works with HDR... right now. On Jan 9, 2016 1:16 PM, "ZaxxerDog" notifications@github.com wrote:

Cool, will try it once AA will work with HDR... but anyway why aren't the more "tame" options are the default values? Not in 20 years of gaming have I seen such an obnoxious and "fake" use of it in any kind of professionally made videogame. My first thought was "wow, what a bug" so frankly finding out that it was intentional sounds pretty ridiculous at first. That's not how you're supposed to do those things though sure, that's why modding exist.

— Reply to this email directly or view it on GitHub https://github.com/RobertBeckebans/RBDOOM-3-BFG/issues/283#issuecomment-170266677 .

BielBdeLuna commented 8 years ago

@ZaxxerDog the pixel shader for the bloom is there you can change it however you want, and please don't compare triple A games art with art produced by a single individual it's not fare, tripple A games have lots of people doing the art and getting paid for it.

TheVoodoo commented 8 years ago

I would love to see those lensflares less blue, they look a bit weird. If they were more white i guess they would fit better to the lightsource. Or add a bright bloom to the center of lightsources... Here's a sample of a lensflare from Fallout 4 i really like... http://staticdelivery.nexusmods.com/mods/1151/images/2567-0-1448917381.png

aFoxNamedMorris commented 8 years ago

Biel is working on that. On Jan 11, 2016 1:56 PM, "TheVoodoo" notifications@github.com wrote:

I would love to see those lensflares less blue, they look a bit weird. If they were more white i guess they would fit better to the lightsource. Or add a bright bloom to the center of lightsources... Here's a sample of a lensflare from Fallout 4 i really like... http://staticdelivery.nexusmods.com/mods/1151/images/2567-0-1448917381.png

— Reply to this email directly or view it on GitHub https://github.com/RobertBeckebans/RBDOOM-3-BFG/issues/283#issuecomment-170652091 .

BielBdeLuna commented 8 years ago

we already have that a little bit smaller, and the radial (in fact is a star) blooming too, in fact the light bug that @ZaxxerDog showed in that picture is this same effect but at a smaller scale

At the moment I'd like to implement an inversion of the over-bright pixels but I don't know how to get the screen total resolution in X and Y and sum it's inverted positions in order to get it to work.

also at the moment the effect is highly non-resolution independent, the more resolution the smaller the blooming is and the more intensive the effect is. (you can check this by looking at bloom and changing the resolution of the screen in windowed mode) this all depends on the resolution, which it shouldn't. we have to figure out a way to dictate to the shader the values in terms of percentage of the screen instead of number of pixels. and then take into account the resolution factor in order to control the exposure of the effect. so the engine have consistent blooming effects across different resolutions.

RobertBeckebans commented 8 years ago

My implementation is chromatic bloom which burns out into a bluish effect based on the most bright pixels. I don't care much about how games do stuff because you can learn from many games how to not do it. If you don't like it then simply turn it off. Usually GFX programmers copy some ideas from some others and somehow completely wrong light calculations make it into 90% of all games like the really weird UT3 style HDR tone mapping in almost all UE3 based games.

This is how chromatic bloom looks in movies and it is also my goal how I want to see it in this futuristic game: http://imgur.com/a/rYogg

RobertBeckebans commented 8 years ago

And please note that the High-Def Mod uses the current master branch here on Github. This is a preview version and no stable official RBDOOM-3-BFG release.

DanielGibson commented 8 years ago

Some of those movie screenshots look like the movie file is corrupted because of those extreme blue bars :-P

y2keeth commented 2 years ago

yes get the newest version of rbdoom3bfg for my hidef mod please I keep trying to get everyone to download it