Work progress 0.9.7.1
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SpaceEngineer | Date: Tuesday, 16.07.2013, 01:03 | Message # 166 |
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
| Quote (Aerospacefag) Does this also mean it is possible now to increase terrain quality and add more details? No. Terrain details are limited by floating point precision in shaders that generates procedural textures.
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werdnaforever | Date: Tuesday, 16.07.2013, 04:32 | Message # 167 |
World Builder
Group: Users
Pirate
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| Quote (SpaceEngineer) I've made experiments with a logarithmic depth buffer. Results is pretty cool, but there is a lot of work to do. On these screenshots I used astronaut and Discovery model from Doc's 2001 ships pack. Their sizes are real, not exaggerated as Doc originally made. No near plane clipping and no z-fighting.
This will be not enabled in next patch by default, because full supporting of a log Z-buffer requires a lot of changes in the engine. There are two ways of using logarithmic Z-buffer: in a vertex shader and in a pixel shader. First gives artifacts on close or long triangles - their Z value interpolated incorrectly (perspectively). The second method fixes that, but kills FPS to almost zero: SpaceEngine have a huge overdraw on planets, so disabling fast Z test (that required for this method) makes complex planetary surface shader with atmospheric effect to apply to huge amount of pixels.
Anyway, I plan implement a deferred shading pipeline in SpaceEngine, and logarithmic Z-buffer is a first step to it. Deferred pipeline have a lot of benefits: fast Z-pass (that will speedup logarithmic Z buffer in a pixel shader), atmosphere as a post effect (that will speedup it a lot, because there will be no overdraw, and apply it to a planetary surface and ships that are in the atmosphere simultaneously), hundreds of lights (requires for ships at first place), proper lens flare occlusion, and many other.
No near plane clipping!
Sure, it may not be in the next release, but perhaps it is the reason the astronaut in the third picture is jumping for joy through bright green grassy fields on a beautiful day with a clear blue sky.
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neutronium76 | Date: Tuesday, 16.07.2013, 07:01 | Message # 168 |
World Builder
Group: Users
Greece
Messages: 718
Status: Offline
| Space Engineer you are awesome !
PC1:Core i7 970@3.34GHz, 6 cores/12 threads, 12GB DDR3 RAM@1.34GHz, 2x(SLI) GTX-580 GPUs 3GB VRAM(GDDR5)@1GHz, OS:Win7x64SP1 PC2:Core2Quad X9770@3.2GHz, 2 cores/4 threads 4GB DDR2 RAM@1GHz, GTX-285 GPU 1GB VRAM(DDR3)@1.24GHz, OS:WinVistax64SP2
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Billy_Mayes | Date: Thursday, 25.07.2013, 12:16 | Message # 169 |
Pioneer
Group: Users
Finland
Messages: 485
Status: Offline
| Any progress on the update SpaceEngineer? We haven't heard from you in a while.
AMD Phenom II X4 955 3.2 GHz Quad-Core - AMD Radeon HD 6950 2GB VRAM - 4GB RAM - 1680x1050 75 Hz Samsung screen
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SpaceEngineer | Date: Thursday, 25.07.2013, 21:17 | Message # 170 |
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
| Sorry, I've working on... solar charger for my smartphone. And tomorrow I'll go to vacation, for a month. No SE update, sorry. It still have too many bugs.
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momax | Date: Friday, 26.07.2013, 00:35 | Message # 171 |
Space Tourist
Group: Users
France
Messages: 23
Status: Offline
| Enjoy your vacation Space Engineer: SE 0.97 is simply great both as astronomical and astronautical software!
Bravo to you
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SpaceEngineer | Date: Friday, 26.07.2013, 15:47 | Message # 172 |
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
| Few changes:
1) Implementing separate sprite texture atlases for galaxies and nebulae.
2) For nebula dust sprites, using Solaris's sprite mod.
3) For nebula emission sprites, used old dust sprites like Retsof suggested here.
4) I found that galaxies looked better with old sprite texture, so I don't change it.
Screenshots are taken with Skyboxes/Impostors/FB disabled (in Graphics settings menu). Open them in a new browser's tabs and compare by switching the tabs:
OLD galaxy and OLD nebula:
OLD galaxy and NEW nebula:
NEW galaxy and NEW nebula:
Glow becomes more irregular, but it virtually washed out dust details. First (old) screenshot looks better IMO...
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HarbingerDawn | Date: Friday, 26.07.2013, 15:55 | Message # 173 |
Cosmic Curator
Group: Administrators
United States
Messages: 8717
Status: Offline
| Quote (SpaceEngineer) First (old) screenshot looks better IMO... I agree.
All forum users, please read this! My SE mods and addons Phenom II X6 1090T 3.2 GHz, 16 GB DDR3 RAM, GTX 970 3584 MB VRAM
Edited by HarbingerDawn - Friday, 26.07.2013, 16:00 |
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Aerospacefag | Date: Friday, 26.07.2013, 16:05 | Message # 174 |
Pioneer
Group: Users
Russian Federation
Messages: 401
Status: Offline
| SpaceEngineer, I like the view on galaxy of 1st screenshot, but old nebula looks a bit lumpy compared to the new ones. The volume of mid-tones is increased, and it's better, I think.
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neutronium76 | Date: Friday, 26.07.2013, 23:53 | Message # 175 |
World Builder
Group: Users
Greece
Messages: 718
Status: Offline
| I also agree regarding the old galaxy: It definately looks better. As for the nebula I don't see much difference
Actually I agree with Harb and SpaceEngineer: Old galaxy and old nebula sprites are better: I compared the 1st and 2nd photo side by side and it is clear that old galaxy and old nebula sprites are significantly better
PC1:Core i7 970@3.34GHz, 6 cores/12 threads, 12GB DDR3 RAM@1.34GHz, 2x(SLI) GTX-580 GPUs 3GB VRAM(GDDR5)@1GHz, OS:Win7x64SP1 PC2:Core2Quad X9770@3.2GHz, 2 cores/4 threads 4GB DDR2 RAM@1GHz, GTX-285 GPU 1GB VRAM(DDR3)@1.24GHz, OS:WinVistax64SP2
Edited by neutronium76 - Saturday, 27.07.2013, 13:05 |
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Watsisname | Date: Saturday, 27.07.2013, 01:56 | Message # 176 |
Galaxy Architect
Group: Global Moderators
United States
Messages: 2613
Status: Offline
| Old galaxy for sure. Nebula is harder to decide, but I think I agree with aerospace on the new one.
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HarbingerDawn | Date: Saturday, 27.07.2013, 08:32 | Message # 177 |
Cosmic Curator
Group: Administrators
United States
Messages: 8717
Status: Offline
| I think that the old looks much better for both. The nebula has much better structure with the old sprites, you can really get a sense of its three-dimensional shape better. Also, the glowing gas particles having a smooth appearance seems better to me.
All forum users, please read this! My SE mods and addons Phenom II X6 1090T 3.2 GHz, 16 GB DDR3 RAM, GTX 970 3584 MB VRAM
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n3xt | Date: Saturday, 27.07.2013, 10:53 | Message # 178 |
Explorer
Group: Users
Netherlands
Messages: 184
Status: Offline
| Definitely the OLD Galaxy and NEW Nebula
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Billy_Mayes | Date: Saturday, 27.07.2013, 11:43 | Message # 179 |
Pioneer
Group: Users
Finland
Messages: 485
Status: Offline
| Old galaxy and new nebula are the best IMO.
AMD Phenom II X4 955 3.2 GHz Quad-Core - AMD Radeon HD 6950 2GB VRAM - 4GB RAM - 1680x1050 75 Hz Samsung screen
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Red_River | Date: Saturday, 27.07.2013, 13:32 | Message # 180 |
Astronaut
Group: Users
Canada
Messages: 56
Status: Offline
| 1st and 2nd pics get my vote as well...
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