Page 1 of 7

OpenGL Hack Bloom in GZdoom (Continued Discussion)

Posted: Thu Nov 15, 2012 6:23 am
by SyntherAugustus
This is outdated. This only works with GZDoom 1.9 and below.
Spoiler:
Try this now for newer GZDoom versions.

http://forum.zdoom.org/viewtopic.php?f=4&t=47448

Re: Bloom in GZdoom (Continued Discussion)

Posted: Thu Nov 15, 2012 6:57 am
by Blox
Could you post a screenshot and the full .ini? Just being curious.

Re: Bloom in GZdoom (Continued Discussion)

Posted: Thu Nov 15, 2012 7:12 am
by SyntherAugustus
I fixed it. For NVIDIA users, DO NOT USE BETA DRIVERS. I went back to 306.97 and SSAO works properly. In the beta drivers the SSAO was creating some black void effect, darkening the whole map.

Re: Bloom in GZdoom (Continued Discussion)

Posted: Thu Nov 15, 2012 8:16 am
by MaxED
Blox wrote:Could you post a screenshot
Here you go :)

Image

Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)

Posted: Thu Nov 15, 2012 8:19 am
by MaxED
And now, a bit more reasonable settings:

Image

Code: Select all

[gzdoom.exe]
Anisotropy=0
Multisample=0
Bloom=1
BloomSteps=8
BloomDarken=8
BloomScale=8
SSAO=1
SSAOScale=1.0
Saturation=-32
Lightness=-10
Emboss=0
DOF=1
DOFMinZ=0.005
DOFSpeed=0.75
DOFScale=3.0
RenderFrame=1

Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)

Posted: Thu Nov 15, 2012 8:47 am
by Marisa the Magician
I wish a Linux port of this was possible. It looks promising. (although it will probably get as much hate as ENB does)

Re: Bloom in GZdoom (Continued Discussion)

Posted: Thu Nov 15, 2012 9:52 am
by Jimmy
MaxED wrote:
Blox wrote:Could you post a screenshot
Here you go :)
Image

Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)

Posted: Thu Nov 15, 2012 10:28 am
by Nash
Copy paste for completeness' sake:
MaxED wrote:
Nash wrote:Is anyone else having problems with SSAO being drawn in front of sprites? I have the latest nvidia drivers but it still happens.
Qeffects developer mentoined that this may be happening because sprites geometry is not written to depth buffer in GZDoom. Other interesting thing to note is that this problem doesn't occure in Zandronum.
It's a shame because I find SSAO to not be a viable option for regular gameplay use because it is drawing in front of sprites. Also...

Image

Image

Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)

Posted: Thu Nov 15, 2012 10:46 am
by PlayerLin
Personally, don't like many bad setting of bloom effects like the first one MaxED did and ruined it totally.
(Whatever game is, do it over shining or bright just stupid, many HDR effects also do such thing.)
Even the second one it still give me some bad feelsg but, not too bad, it still good for looking, just...uh,...feels weird...

Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)

Posted: Thu Nov 15, 2012 11:09 am
by Sergeant_Mark_IV
Hey guys, what are you talking aboo... oomguuahhhhhhhhheeeeee this is awesome!

Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)

Posted: Thu Nov 15, 2012 1:29 pm
by SyntherAugustus

Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)

Posted: Thu Nov 15, 2012 1:42 pm
by esselfortium
I've experimented around with this a bit, and it's definitely a nifty set of effects. It's not usable in GZDoom for anything outside of novelty value at the moment, though, given the absolute mess that it makes of skies, titlepic and HUD stuff, and other things that really shouldn't be made a mess of. If something like this could be implemented into GZDoom in a way that mappers and modders can more directly control, it'd be worthwhile even for just the occlusion alone, which adds a lot of nice depth to a scene (a la Doomsday's fake radiosity) when it's not being visibly buggy and bizarre. :P

This is with the "reasonable" settings posted in the thread:
Spoiler: AaaaaaaaAAAAAAaAaaAA

Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)

Posted: Thu Nov 15, 2012 1:59 pm
by Sergeant_Mark_IV
For now we have the following problems:

- Everything is too green.
- The SSAO draws scenario stuff in your automap.

Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)

Posted: Thu Nov 15, 2012 2:08 pm
by SyntherAugustus
esselfortium wrote:I've experimented around with this a bit, and it's definitely a nifty set of effects. It's not usable in GZDoom for anything outside of novelty value at the moment, though, given the absolute mess that it makes of skies, titlepic and HUD stuff, and other things that really shouldn't be made a mess of. If something like this could be implemented into GZDoom in a way that mappers and modders can more directly control, it'd be worthwhile even for just the occlusion alone, which adds a lot of nice depth to a scene (a la Doomsday's fake radiosity) when it's not being visibly buggy and bizarre. :P
Bloomscale is too much for me in those settings. Try 1 for bloomscale and 2 for darken, which is what I use, and restore lighting to 0. It's a bit less intense that way. Anyone else think emboss is worth it? Or am I crazy?

Im using this at the moment (after forever of tweaking). I'm probably going to turn off SSAO.

Code: Select all

[gzdoom.exe]
Anisotropy=0
Multisample=0
Bloom=1
BloomDarken=2
BloomScale=1
SSAO=1
SSAOScale=2
Saturation=-5
Emboss=1

Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)

Posted: Thu Nov 15, 2012 2:18 pm
by Enjay
It's good fun to mess with this stuff. I like quite subtle settings but it's fun to crank it up to silly values just for the hell of it too. It's a shame that SSAO doesn't work. If you make the effect quite bold (so that things look almost cell shaded) the effect being drawn over the HUD weapons looks almost like the weapons have some strange sort of translucency where the black lines at the edge of architecture breaks show through but nothing else does.
blackfish wrote:Anyone else think emboss is worth it? Or am I crazy?
Yes, I like the emboss. Again, I keep it subtle but it can have quite a nice look with some textures.