Seems to look pretty good to me. The occlusion isn't particularly intrusive (but it's there), and the bloom is subtle too.
Overall pretty much as casual as you'll get.
Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)
(Fear not, Software users, there's a way for you to have it too)
Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)
Posted: Thu Nov 15, 2012 6:59 pm
by Blue Shadow
Medikritz wrote:(Fear not, Software users, there's a way for you to have it too)
Even if there is, I won't be using it. Just like I don't use the texture filter feature in GZDoom. It just look out of place, for me.
Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)
Posted: Thu Nov 15, 2012 7:13 pm
by Ravick
Is there (or could be done in the future) a way to change this configs in-game? I mean, during the game?
It would be awesome to make "hallucinations" a la F.E.A.R. 2 *-*
Spoiler:
Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)
Posted: Thu Nov 15, 2012 7:33 pm
by Zombieguy
This is awesome. =P
Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)
Posted: Thu Nov 15, 2012 9:10 pm
by Jimmy
I'm loading it up and just getting OHNONOTTHEBEES-O-Vision.
Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)
Posted: Thu Nov 15, 2012 9:23 pm
by Sergeant_Mark_IV
You are having the same problem as ibm. You must disable the SSAO
Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)
Posted: Thu Nov 15, 2012 9:52 pm
by SyntherAugustus
Are you using Beta Nvidia drivers? I reverted back to WHQL to get rid of that problem.
Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)
Posted: Thu Nov 15, 2012 10:34 pm
by Nash
I'm messing around with the source and looking into including an alternate SSAO algorithm that would look more "correct". Hope to have something done by this evening.
Oh and I won't solve the "SSAO draws in front of everything" because that's just a lot of work that I haven't quite wrapped my head around to yet...
You know what would be interesting though? With the source available, I wonder how much work would it be to build these shaders right into GZDoom.exe itself, therefore bypassing the need for DLL hacks (and therefore create compatibility with Mac etc)...
Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)
Posted: Fri Nov 16, 2012 8:31 am
by ibm5155
here is only intel gpu driver
SSAO even with the strange thing on your face got some interesting results with look up and down and being on dark places...
EDIT:
And I thinking my map was cool xD
Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)
Posted: Fri Nov 16, 2012 5:48 pm
by Nash
It compiles but it won't link the final DLL. What am I doing wrong?