OpenGL Hack Bloom in GZdoom (Continued Discussion)

Discuss anything ZDoom-related that doesn't fall into one of the other categories.

Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)

Postby MaxED » Tue Nov 20, 2012 7:16 am

Enjay wrote:With the effect:
Image


Spoiler: Sorry, that's a MASSIVE screenshot, therefore I've spoilered it. -mgmt

Dunno, seems subtle enough to me :)
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Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)

Postby ibm5155 » Tue Nov 20, 2012 11:57 am

Blox wrote:Here you go.

Thanks blox, now i can see that even with SSAO on I get the result like the off SSAO + sime strange dark areas on screen...
does SSAO require something special from gpu to work?
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Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)

Postby Nash » Tue Nov 20, 2012 12:07 pm

Either update your graphics drivers, or if you're using some substandard GPU (like Intel integrated graphics) then it just won't work ever.
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Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)

Postby ibm5155 » Tue Nov 20, 2012 12:53 pm

substandard GPU \o/.
I think the hd 3000 could run, it support opengl 3.1,DirectX 10.1, Shader 4.1 and OpenCL 1.1...
I´ll update the drivers and see if I got something better (and i´ll be fine if not xD)
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Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)

Postby Enjay » Tue Nov 20, 2012 2:19 pm

Blox wrote:Judging by how the somewhat bright light pole gets totally supersaturated, try turning the BloomScale down to something like 0.707?
Though that really is just a straight-up problematic situation.


Thank you. That was indeed the key setting to mess with. It was at 1.25 but various values around 0.8 worked pretty well for me; keeping some bloom but allowing areas like the one I posted to not be taken over by the bloom effect. I think that my dynamic light could do with a little bit of a tweak anyway though.

Blox wrote:Really, the key about bloom in my eyes is that it should definitely be there - but it should by almost no means overtake the entire scene.
Though it doesn't really seem like my opinion is really relevant anywhere I post it. (Oh don't worry, this is very frequent stuff.)

Awww Blox, we love ya. :wub:

@MaxED, I don't know what that screenshot was from but it was very much like my experience today driving to work towards the low-rising winter sun. :shock:
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Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)

Postby Zombieguy » Tue Nov 20, 2012 2:52 pm

Enjay wrote:we love ya. :wub:

Note to self: Stay away from Enjay. :P
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Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)

Postby Zanieon » Wed Nov 21, 2012 11:53 am

i know a certain map that is perfect to use this hack.... mmmmm....

Spoiler:
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Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)

Postby wildweasel » Wed Nov 21, 2012 4:24 pm

I'd suggest that it'd look even better with FSAA enabled and at a higher resolution, but that'd be solely for the realm of -nomonsters screenshots, as it'd be impossible to play it at those speeds.

(That said...could you perhaps get a screenshot at those settings at 1920x1080? My wallpapers folder would thank you.)
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Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)

Postby ibm5155 » Wed Nov 21, 2012 4:57 pm

hmm, that happen when SSAO is on, and get the strange results
Spoiler:

The problem isn´t because he´s not geting some values that have on real 3D engines and not 2.5D engines?
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Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)

Postby Zanieon » Wed Nov 21, 2012 5:43 pm

wildweasel wrote:I'd suggest that it'd look even better with FSAA enabled and at a higher resolution, but that'd be solely for the realm of -nomonsters screenshots, as it'd be impossible to play it at those speeds.

(That said...could you perhaps get a screenshot at those settings at 1920x1080? My wallpapers folder would thank you.)


Actually, i am replanning Akzos City to be a Scary Wad, so the fps will not be the fatal point in the gameplay, but if you want here are the Wallpapers:

Spoiler:


They are in 1360x768, the maximum resolution of my video, since it is onboard, take those screens with Anti-Aliasing on in the max resolution almost evolves my video to a liquid form.
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Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)

Postby wildweasel » Wed Nov 21, 2012 9:35 pm

I may have to just get the screens myself then, later on...thank you for the effort (and GPU-melting risk), though.
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Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)

Postby Zanieon » Wed Nov 21, 2012 10:49 pm

wildweasel wrote:I may have to just get the screens myself then, later on...thank you for the effort (and GPU-melting risk), though.


You mean a version that doesn't have the Logo and my signature i suppose, well i was thinking in upload with these actual version, here they are:

Spoiler:


As i take them in GZDoom, no photoshop, no Logo and my signature (everyone knows my kind of mapping so i think the signature isn't needed)
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Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)

Postby Blox » Thu Nov 22, 2012 4:00 am

If that isn't a really damn pretty lightshow, then I really don't know what is.
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Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)

Postby Nash » Thu Nov 22, 2012 5:41 am

Yeah that looks beautiful, too bad that framerate is far from playable. :(
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Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)

Postby Zanieon » Thu Nov 22, 2012 9:04 am

Hey wait a minute, that fps actually i just get it because DoF and SSAO was on, and since onboard videos suffers with the memory share so i discovered that the DoF did that, but actually i play the map around 20-30 fps, of course with everything optimized as possible, i doubt that a good offboard video get a fps like that (i mean still with some optimizations for it, like Anti-Aliasing off and medium resolution, just a expectative due to not tested in any offboard video yet)

Bloom actually doesn't appears to affect the fps in my video.
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