Relighting v4.0165b - blurry shadows w/ rlassets
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Re: Relighting v4.0162b - compatibility and more pitched shadows
Progress v4.0163b - tooltips and presets
In addition to tooltips I've added presets to each of the submenus. Generally these are None, Reset to Defaults, Performance, and a few custom settings. Here are a few examples of randomly chosen preset combinations:
E1M2
E2M3
MAP01
Custom presets are about more or less color and/or light, depending on the submenu. The shader adds gamma and saturation variables, noticeable in the above MAP01 "Bleak" preset. I still have to look at shadows, which have hard-coded distance and scale caps (for example, Scale can be greater than 4.0); I think more can be done to make shadows more dramatic. But so far it is interesting to see how color and light are related.
Still testing and haven't yet seen how these settings work in other mods and games. Release "very soon."
Many thanks for your interest.
In addition to tooltips I've added presets to each of the submenus. Generally these are None, Reset to Defaults, Performance, and a few custom settings. Here are a few examples of randomly chosen preset combinations:
E1M2
E2M3
MAP01
Custom presets are about more or less color and/or light, depending on the submenu. The shader adds gamma and saturation variables, noticeable in the above MAP01 "Bleak" preset. I still have to look at shadows, which have hard-coded distance and scale caps (for example, Scale can be greater than 4.0); I think more can be done to make shadows more dramatic. But so far it is interesting to see how color and light are related.
Still testing and haven't yet seen how these settings work in other mods and games. Release "very soon."
Many thanks for your interest.
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Re: Relighting v4.0162b - compatibility and more pitched shadows
sup bro
absolutely in love with this mod
in the process of making a pack that brings new life to all aspects of classic doom, using primarily beautiful doom, but with a bunch of tweaked addons too including relight
I've come across a big problem though
for some reason the enhanced particles from beautiful doom infrequently cause a massive fps drop
namely when using the bfg over liquids (which causes ripples)
or when there's a cacodemon spitting on you
from what I can gather it has something to do with dynamic lights and how they interact with your mod
I've troubleshooted a bit. disabled all aspects of relight, and the problem still persists
however when I disable the mod altogether in doomrunner, the problem disappears
I've also noticed the same issue with some weapons in other mods too. namely complex doom and its variations
so there seems to be something going on with some missiles / projectiles / particles causing a massive drop in performance across multiple mods
are you aware of this problem?
absolutely in love with this mod
in the process of making a pack that brings new life to all aspects of classic doom, using primarily beautiful doom, but with a bunch of tweaked addons too including relight
I've come across a big problem though
for some reason the enhanced particles from beautiful doom infrequently cause a massive fps drop
namely when using the bfg over liquids (which causes ripples)
or when there's a cacodemon spitting on you
from what I can gather it has something to do with dynamic lights and how they interact with your mod
I've troubleshooted a bit. disabled all aspects of relight, and the problem still persists
however when I disable the mod altogether in doomrunner, the problem disappears
I've also noticed the same issue with some weapons in other mods too. namely complex doom and its variations
so there seems to be something going on with some missiles / projectiles / particles causing a massive drop in performance across multiple mods
are you aware of this problem?
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Re: Relighting v4.0162b - compatibility and more pitched shadows
All these presets are looking nice! Can't wait to try them out.
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Re: Relighting v4.0163b - performance and presets
Posted v4.0163b - performance and presets
In addition to what is noted above I've added shadow settings and a "Noir" setting to shader presets. As stated presets are generally default, performance, and more or less custom presets. These are for illustrative purposes to help with understanding menu options, but they look interesting by themselves when combined. Generally speaking more color means darker sectors as the browns and reds of the Doom palette are perceived as darker to the human eye. Note that this also works with palette mods, as Relighting bases this on the last palette loaded.
Note that presets are set by hitting ENTER on the option value.
Let me know what you think!
Code: Select all
v4.0163b
5/19 - adjusted "other" shadows to exclude non-missile, non-player, non-monster, non-inventory
5/20 - added menu tooltips & presets
5/20 - added decorative light sources CVar flag
5/21 - destroy hd_light sources not a lightsource && not defined in GLDEF (performance)
5/24 - added override to set preset with ENTER
5/25 - added a CVar for shadow Scale.Y
Note that presets are set by hitting ENTER on the option value.
Let me know what you think!
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Re: Relighting v4.0162b - compatibility and more pitched shadows
Does this still happen with the newest version?MrJBlack777 wrote: ↑Fri May 26, 2023 8:15 pm so there seems to be something going on with some missiles / projectiles / particles causing a massive drop in performance across multiple mods
are you aware of this problem?
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Re: Relighting v4.0162b - compatibility and more pitched shadows
Hey Doomer_ wrote:
> [quote=MrJBlack777 post_id=1241211 time=1685153719 user_id=38074]
> so there seems to be something going on with some missiles / projectiles /
> particles causing a massive drop in performance across multiple mods
> are you aware of this problem?
> [/quote]
>
> Does this still happen with the newest version?
yes bro
just tested the bfg over liquids
also get really bad fps drops with bdoom revenant missiles too
> [quote=MrJBlack777 post_id=1241211 time=1685153719 user_id=38074]
> so there seems to be something going on with some missiles / projectiles /
> particles causing a massive drop in performance across multiple mods
> are you aware of this problem?
> [/quote]
>
> Does this still happen with the newest version?
yes bro
just tested the bfg over liquids
also get really bad fps drops with bdoom revenant missiles too
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Re: Relighting v4.0162b - compatibility and more pitched shadows
I've verified this on my end, and I'm stumped for the moment. This doesn't seem related to dynamic light or shadow actors or reflections. I'll have to do some more investigation. Thanks!MrJBlack777 wrote: ↑Mon May 29, 2023 5:51 pm Hey Doomer_ wrote:
>>MrJBlack777 wrote: ↑Fri May 26, 2023 8:15 pm > so there seems to be something going on with some missiles / projectiles /
> particles causing a massive drop in performance across multiple mods
> are you aware of this problem?
>
> Does this still happen with the newest version?
yes bro
just tested the bfg over liquids
also get really bad fps drops with bdoom revenant missiles too
Update
After much testing with Relighting I don't think it's anything the mod is doing. I've turned off / deactivated blocks of code that add sector tags, reflections, light actors, baked lighting, shadows, and anything else the mod does and still note frame rate drops with the BFG. However, I've also seen big drops without Relighting depending on what I'm aiming at. It seems like the FPS drops happen when there are concurrent explosions e.g. the upper room beside the nukage pit at the start of E1M5 and aim at the barrels in front of the hidden door. Is this a BD problem?
It might be Relighting causing this, but I'm puzzled how after testing. I don't have a lot of experience with BD, so I'm just guessing about multiple explosions causing the drop.
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Re: Relighting v4.0163b - performance and presets
Well I can say that there is definitely slow down with multiple explosions and I'm using metadoom with latest relighting and codefx. The game runs fine normally.
https://streamable.com/14zuxl
The second with hdest with older relighting back in april
https://streamable.com/b0eeqj
Maybe something to do with barrels?
https://streamable.com/14zuxl
The second with hdest with older relighting back in april
https://streamable.com/b0eeqj
Maybe something to do with barrels?
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Re: Relighting v4.0163b - performance and presets
I'm not clear on what these screens show. Is one slower than the other?cosmos10040 wrote: ↑Wed May 31, 2023 7:31 am Well I can say that there is definitely slow down with multiple explosions and I'm using metadoom with latest relighting and codefx. The game runs fine normally.
https://streamable.com/14zuxl
The second with hdest with older relighting back in april
https://streamable.com/b0eeqj
Maybe something to do with barrels?
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Re: Relighting v4.0163b - performance and presets
They are videos, you should be able to click them. Just showing that consecutive explosions caused the slowdown in two different mods.Hey Doomer_ wrote: ↑Wed May 31, 2023 8:27 amI'm not clear on what these screens show. Is one slower than the other?cosmos10040 wrote: ↑Wed May 31, 2023 7:31 am Well I can say that there is definitely slow down with multiple explosions and I'm using metadoom with latest relighting and codefx. The game runs fine normally.
https://streamable.com/14zuxl
The second with hdest with older relighting back in april
https://streamable.com/b0eeqj
Maybe something to do with barrels?
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Re: Relighting v4.0163b - performance and presets
Ah gotcha.cosmos10040 wrote: ↑Wed May 31, 2023 8:34 am
They are videos, you should be able to click them. Just showing that consecutive explosions caused the slowdown in two different mods.
Relighting doesn't do anything different with barrels other than adding a "Death" spotlight because it's an non-monster, non-missile actor with a "Death" state.
I've noticed this slowdown when shadow code is completely bypassed, although I've not tested BD by itself more than a few times. I have looked at BD actors generated when barrels explode, and those are not at fault. Hmm...
Update:
Tested BD alone (no Relighting) with E1M8. Fired BFG at barrels and FPS dropped from 200 to 87.
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Re: Relighting v4.0163b - performance and presets
is there a way to increase the speed that sprite shadows update?
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Re: Relighting v4.0163b - performance and presets
Shadow Options -> LifespanThe Jangler wrote: ↑Thu Jun 01, 2023 10:20 am is there a way to increase the speed that sprite shadows update?
This is a delay in the shadow Tick() function, excluding shadows blocked by actors, behind the player, or that otherwise the player won't see. Default is 3 but it can be set as low as 1. Anything over 3 is adjusted by distance from the player to improve performance.
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Re: Relighting v4.0162b - compatibility and more pitched shadows
Hey Doomer_ wrote:
> [quote=MrJBlack777 post_id=1241319 time=1685404313 user_id=38074]
> Hey Doomer_ wrote:
> > [quote=MrJBlack777 post_id=1241211 time=1685153719 user_id=38074]
> > so there seems to be something going on with some missiles / projectiles /
> > particles causing a massive drop in performance across multiple mods
> > are you aware of this problem?
> > [/quote]
> >
> > Does this still happen with the newest version?
>
> yes bro
> just tested the bfg over liquids
> also get really bad fps drops with bdoom revenant missiles too
> [/quote]
>
> I've verified this on my end, and I'm stumped for the moment. This doesn't seem
> related to dynamic light or shadow actors or reflections. I'll have to do some more
> investigation. Thanks!
>
> [b]Update[/b]
>
> After much testing with Relighting I don't think it's anything the mod is doing. I've
> turned off / deactivated blocks of code that add sector tags, reflections, light
> actors, baked lighting, shadows, and anything else the mod does and still note frame
> rate drops with the BFG. However, I've also seen big drops without Relighting
> depending on what I'm aiming at. It seems like the FPS drops happen when there are
> concurrent explosions e.g. the upper room beside the nukage pit at the start of E1M5
> and aim at the barrels in front of the hidden door. Is this a BD problem?
>
> It [i]might[/i] be Relighting causing this, but I'm puzzled how after testing. I
> don't have a lot of experience with BD, so I'm just guessing about multiple
> explosions causing the drop.
I get zero fps drops when not using the mod, the only time I get them is when I'm using it
have tested on bdoom, complex doom and a few brutal doom variants, both with relight on and off and the same issue persists with it enabled but ceases when disabled
I think its more so how relight interacts with particles or dynamic lights attached to said particles in general and not exclusive to bdoom
> [quote=MrJBlack777 post_id=1241319 time=1685404313 user_id=38074]
> Hey Doomer_ wrote:
> > [quote=MrJBlack777 post_id=1241211 time=1685153719 user_id=38074]
> > so there seems to be something going on with some missiles / projectiles /
> > particles causing a massive drop in performance across multiple mods
> > are you aware of this problem?
> > [/quote]
> >
> > Does this still happen with the newest version?
>
> yes bro
> just tested the bfg over liquids
> also get really bad fps drops with bdoom revenant missiles too
> [/quote]
>
> I've verified this on my end, and I'm stumped for the moment. This doesn't seem
> related to dynamic light or shadow actors or reflections. I'll have to do some more
> investigation. Thanks!
>
> [b]Update[/b]
>
> After much testing with Relighting I don't think it's anything the mod is doing. I've
> turned off / deactivated blocks of code that add sector tags, reflections, light
> actors, baked lighting, shadows, and anything else the mod does and still note frame
> rate drops with the BFG. However, I've also seen big drops without Relighting
> depending on what I'm aiming at. It seems like the FPS drops happen when there are
> concurrent explosions e.g. the upper room beside the nukage pit at the start of E1M5
> and aim at the barrels in front of the hidden door. Is this a BD problem?
>
> It [i]might[/i] be Relighting causing this, but I'm puzzled how after testing. I
> don't have a lot of experience with BD, so I'm just guessing about multiple
> explosions causing the drop.
I get zero fps drops when not using the mod, the only time I get them is when I'm using it
have tested on bdoom, complex doom and a few brutal doom variants, both with relight on and off and the same issue persists with it enabled but ceases when disabled
I think its more so how relight interacts with particles or dynamic lights attached to said particles in general and not exclusive to bdoom
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Re: Relighting v4.0163b - performance and presets
WIWO v4.0164b
Floor shadow code works, but I'm wondering if animation can be smoother. Wall shadows almost seem blurry at times because they are single actors cast with a limited lifespan that do not follow the shadow caster, and it would be interesting to have that same effect on the floor. The z-sorting bug is an issue, although FLATSPRITE actors are generally narrow. (I found the Z-sorting bug is a bigger issue with geometry shadows, for example.)
I've played around with a few things. Floor shadows seem sluggish to respond even with a lifespan of 1. Much of this is due to to optimizations, but there are always other possible approaches. I think now that most performance issues are ironed out - at least in my limited testing - I might refactor code that dates back to earliest versions. It's certainly possible that some of my earliest optimization assumptions are no longer valid, and I'm curious if it's possible to just project floor shadow actors with a limited lifespan ; it isn't possible to blur the edges of a sprite in any universal context.
Thoughts? I don't really play the game that much, so I could be off on this. I value any and all opinions on this.
Floor shadow code works, but I'm wondering if animation can be smoother. Wall shadows almost seem blurry at times because they are single actors cast with a limited lifespan that do not follow the shadow caster, and it would be interesting to have that same effect on the floor. The z-sorting bug is an issue, although FLATSPRITE actors are generally narrow. (I found the Z-sorting bug is a bigger issue with geometry shadows, for example.)
I've played around with a few things. Floor shadows seem sluggish to respond even with a lifespan of 1. Much of this is due to to optimizations, but there are always other possible approaches. I think now that most performance issues are ironed out - at least in my limited testing - I might refactor code that dates back to earliest versions. It's certainly possible that some of my earliest optimization assumptions are no longer valid, and I'm curious if it's possible to just project floor shadow actors with a limited lifespan ; it isn't possible to blur the edges of a sprite in any universal context.
Thoughts? I don't really play the game that much, so I could be off on this. I value any and all opinions on this.