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Doom3 shadow optimization

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Re: Doom3 shadow optimization

Postby revelator » Tue Jun 17, 2014 6:39 pm

Just for fun i tried an old build of raynors engine with glsl interactions and the bug is gone when in glsl mode so its definatly some fuckup with ARB2 shaders on AMD.
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Re: Doom3 shadow optimization

Postby revelator » Wed Jun 18, 2014 8:19 am

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Re: Doom3 shadow optimization

Postby revelator » Thu Jun 19, 2014 7:44 am

Huh has anyone tried out the old R200 renderer with Doom3 recently ? asking because i just did and it runs amazlingly well with my R9 270x :shock:
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Re: Doom3 shadow optimization

Postby nbohr1more » Fri Jun 20, 2014 1:13 am

Interesting result. Though I suspect it's simply the lack of shaders there?

You'd think the lack of r_useShadowVertexProgram in that path would make it slower.
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Re: Doom3 shadow optimization

Postby revelator » Fri Jun 20, 2014 7:03 am

One should have thought aye. AMD even supports some Nvidia specific render calls, found that one out when i noticed Barnes VBO mem code used the Nvidia api for getting videoram :lol:
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Re: Doom3 shadow optimization

Postby revelator » Fri Jun 20, 2014 8:13 am

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Re: Doom3 shadow optimization

Postby revelator » Fri Jun 20, 2014 9:13 am

Image

glsl renderer, looks mighty purty even though its only used for interactions / shadows :)
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Re: Doom3 shadow optimization

Postby motorsep » Fri Jun 20, 2014 4:19 pm

Might as well post a comparison screenshot from Doom 3 - I don't really see much difference from the top of my head :/
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Re: Doom3 shadow optimization

Postby revelator » Fri Jun 20, 2014 11:12 pm

Ofc it does not look different :) in fact i gone to great lenghts to make it look like the ARB2 version.
Original version was even darker than vanilla and had some weird shading in places.

Keeping it off for now though as it does nasty things to certain gfx mods, atm it only works on unmodified Doom3.
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Re: Doom3 shadow optimization

Postby motorsep » Fri Jun 20, 2014 11:18 pm

Lol, why go through all that trouble when it doesn't even work as expected to begin with and ARB2 backend looks better? :)
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Re: Doom3 shadow optimization

Postby Spike » Sat Jun 21, 2014 12:58 am

probably because there's only one graphics company that supports any asm extensions. maybe he wants to make a gles2 port?
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Re: Doom3 shadow optimization

Postby motorsep » Sat Jun 21, 2014 1:13 am

AMD dropped it?
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Re: Doom3 shadow optimization

Postby Spike » Sat Jun 21, 2014 1:54 am

by asm extensions, I mean extensions to the asm stuff, rather than the asm itself. point is that while asm works, you can't use any of the extra stuff that has since been added to glsl (like geometry shaders etc) as asm on either amd or intel gpus (afaik, I don't have either).
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Re: Doom3 shadow optimization

Postby motorsep » Sat Jun 21, 2014 2:02 am

Doom 3 BFG already does everything and more than what people have tried doing with old Doom 3. Seems like counter productive, unless it's for personal learning experience.
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Re: Doom3 shadow optimization

Postby revelator » Sat Jun 21, 2014 5:13 am

Bingo :idea:
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