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InsideQC Forums • View topic - Doom3 shadow optimization

Doom3 shadow optimization

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Doom3 shadow optimization

Postby revelator » Sat Jun 14, 2014 5:08 pm

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Re: Doom3 shadow optimization

Postby revelator » Sat Jun 14, 2014 9:04 pm

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Re: Doom3 shadow optimization

Postby nbohr1more » Sun Jun 15, 2014 1:31 am

Thanks for the info!

A couple of questions:

1) The deferred lighting portion, are you seeing a larger memory footprint?

2) Is this reliant on MH's VBO changes?

3) I presume this flattens light costs so that you can have more lights per scene. Does this also improve
scenes with large draw distance (eg. lower the scene traversal costs for lights)?

4) Would you mind stopping over to The Dark Mod forums and chatting with Obsttorte about this :) ?
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Re: Doom3 shadow optimization

Postby revelator » Sun Jun 15, 2014 4:45 am

Hey nbor :)

1: memory footprint rises a bit with this aye.
2: not reliant on MH's changes two different beasts ;)
3: it does lower it a bit only got doom3 itself to go from but fps improves a bit in scenes with tons of light sources.
4: sure though im no wizard with this code took me considerable time to even get it to work correctly without the OpenMP part :)

P.s the OpenMP part still needs work so keep that one off for now if you want to toy with it, does not crash but it hangs the engine on level loads.
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Re: Doom3 shadow optimization

Postby revelator » Mon Jun 16, 2014 6:43 am

Hmm registered on the darkmod forums and am able to log in but im not allowed to post yet it seems :?:

I read the thread there so to avoid any confusion from the other devs its probably best to tell them that the openmp part was originally for linux and does not currently work correctly for windows.
The reason is that linux openmp uses pthreads and the parts needed for it to work on windows would have to be ported to a windows threading library instead.

The OpenMP from the patch is also used for Doom3's heap manager / as well as other parts of the renderer. The only part im using atm are the codechanges for defering the interactions but without the openmp part
the speedgain will probably not be worth it.

Does not hurt though and in case we get the openmp part working then most of the code would be ready for it :)
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Re: Doom3 shadow optimization

Postby revelator » Mon Jun 16, 2014 2:15 pm

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Re: Doom3 shadow optimization

Postby revelator » Mon Jun 16, 2014 7:43 pm

Ouch just learned that Oliver McFadden the author of the Dante port of Doom3 has passed away :(
sorry to hear that, i hope someone else picks up his project, and maybe backport some of the changes
to windows.
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Re: Doom3 shadow optimization

Postby revelator » Mon Jun 16, 2014 7:48 pm

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Re: Doom3 shadow optimization

Postby nbohr1more » Mon Jun 16, 2014 9:54 pm

Thanks for all your work!

What username did you try to register under?

(We have some anti-spam measures in place and we may need to white-list you :) )
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Re: Doom3 shadow optimization

Postby revelator » Mon Jun 16, 2014 11:03 pm

Revelator same as i use here ;)
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Re: Doom3 shadow optimization

Postby revelator » Mon Jun 16, 2014 11:09 pm

Sadly im having no fun at all with Doom3 on my radeons, it runs and the things that are not misbehaving looks great, but the things that are misbehaving do so majorly :S

And it seems its not a problem with changes i made cause even the original Doom3.exe does it,
so (driver bug heh i guess they love hearing that at AMD) . Or something on my comp acting vile towards this particualr game :twisted:
Tbh im at my wits end, nothing helps in fact it makes it worse to try and fix it :S so i better stop now before i make it completly unplayable.
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Re: Doom3 shadow optimization

Postby nbohr1more » Tue Jun 17, 2014 12:26 am

Sorry to hear that.

AMD used to have a developer relations email but now they've switched to a forum it seems:

http://devgurus.amd.com/welcome

if you gather any more inspiration to continue, you might wanna see if someone there can offer a workaround.

One thing you could also possibly try is passing your code through AMD CodeAnalyst.
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Re: Doom3 shadow optimization

Postby revelator » Tue Jun 17, 2014 8:54 am

Ran it through pretty much any static codeanalyzer i could get my hands on and besides lints 1.000.000 warnings (many of which i havent the foggiest how to fix) i pretty much fixed what i could.
PVS Studio a big help there. One should take note though that in some cases fixing whatever those analyzers may tell you will break things further down the chain so be carefull and recompile after every change,
and remember to test the changes out before declaring victory :) i broke several engines by just blindly following what those tools said was the correct thing to do hehe.

I think as a last effort i might fork dhewm3 and lob in the things from MHDoom that i know work :) that way GB can also have some fun with my work ;)
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Re: Doom3 shadow optimization

Postby nbohr1more » Tue Jun 17, 2014 2:21 pm

Springheel approved your account at TDM forums. Please let me know if you have any trouble logging in.
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Re: Doom3 shadow optimization

Postby revelator » Tue Jun 17, 2014 2:38 pm

Thanks for the heads up :) not home atm but ill try when i get back.

Reported a bug to AMD btw.
There latest driver breaks idtech 4 based engines the latest beta will also not work correctly and will cause heavy Z fighting and triangle shaped dark areas in textures in games based on idtech4.
Hope they fix it in the next release ;).

drivers i know cause this are 14.4 and 14.6 beta. idtech 5 based games do not seem to suffer from this.
Guess ARB assembly shaders have numbered days :twisted:
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