[0.6.0-452-gfc466849ce] Lighting isn't diminishing properly

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mjr4077au
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Re: [0.6.0-452-gfc466849ce] Lighting isn't diminishing prope

Post by mjr4077au »

Yeah I didn't see the point of that variable at all which is why I shit-canned it.

I think most were surprised you took on Polymost rather than Polymer as being newer I'd have thought it would have been a better starting point. I assume 'being too tied to OpenGL' means there was some part of it that was too hard to agnostify for the multi-renderer GZDoom backend? Given Polymost is what is most supported upstream (especially for ports like NBlood that I think are built without Polymer at all) using it for Raze as the starting point was the right move.

I think all things considered, the port is working very well on the full backend. I'm excited to see what comes next :)
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sinisterseed
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Re: [0.6.0-452-gfc466849ce] Lighting isn't diminishing prope

Post by sinisterseed »

mjr4077au wrote:
lowskill. wrote:Interesting, but to me it still doesn't explain why it works for us, but not for you, it just sounds like something that should be easily reproduced.
Are you able to put a screenshot up of the exact spot I'm standing? I'd be interested to see the console in the screenshot showing the output of r_ambientlight and the build number.

I can't believe its right for Graf and yourself and not for Markanini and I. Between the current git head (not my branch in the pull request) and 0.6.0, there is absolutely zero difference whatsoever?

EDIT: Probably doesn't matter anymore, it just got merged in.
If there is one, I definitely can't see it frankly.

In my build before your changes that got merged today, r_ambientlight returns the value of "1" to me, the same as 0.6.0. I've rechecked how 0.6.0 looked like and yes, it still looks the same to me, not kidding.
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mjr4077au
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Re: [0.6.0-452-gfc466849ce] Lighting isn't diminishing prope

Post by mjr4077au »

lowskill. wrote:If there is one, I definitely can't see it frankly.

In my build before your changes that got merged today, r_ambientlight returns the value of "1" to me, the same as 0.6.0. I've rechecked how 0.6.0 looked like and yes, it still looks the same to me, not kidding.
It's very interesting indeed... From all the screenshots in the PR, could you see a difference in them at all? The middle one is the off one.
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sinisterseed
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Re: [0.6.0-452-gfc466849ce] Lighting isn't diminishing prope

Post by sinisterseed »

mjr4077au wrote:
lowskill. wrote:If there is one, I definitely can't see it frankly.

In my build before your changes that got merged today, r_ambientlight returns the value of "1" to me, the same as 0.6.0. I've rechecked how 0.6.0 looked like and yes, it still looks the same to me, not kidding.
It's very interesting indeed... From all the screenshots in the PR, could you see a difference in them at all? The middle one is the off one.
Yes, when the lighting is broken everything looks very flat, so I can definitely spot it when it's borked, I can see that as clear as day.
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mjr4077au
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Re: [0.6.0-452-gfc466849ce] Lighting isn't diminishing prope

Post by mjr4077au »

lowskill. wrote:
mjr4077au wrote:It's very interesting indeed... From all the screenshots in the PR, could you see a difference in them at all? The middle one is the off one.
Yes, when the lighting is broken everything looks very flat, so I can definitely spot it when it's borked, I can see that as clear as day.
Genuinely not sure. Either way, the values are back to what they were before and r_ambientlight now works for all games so I'd call it a win :)
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Re: [0.6.0-452-gfc466849ce] Lighting isn't diminishing prope

Post by Graf Zahl »

mjr4077au wrote: I think most were surprised you took on Polymost rather than Polymer as being newer I'd have thought it would have been a better starting point.
I think everybody knows that Polymer has performance issues. My first attempts weren't really to make a new port but to get Polymost working in a fashion that I could play the games without that constant frame skips I got with EDuke and to get Blood running on a full true color renderer.

Here Polymer was a no-go because unlike Polymost it has the palette lookup even deeper in the logic - in short, the renderer did not give me what I wanted.
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Re: [0.6.0-452-gfc466849ce] Lighting isn't diminishing prope

Post by sinisterseed »

Graf Zahl wrote:
mjr4077au wrote: I think most were surprised you took on Polymost rather than Polymer as being newer I'd have thought it would have been a better starting point.
I think everybody knows that Polymer has performance issues. My first attempts weren't really to make a new port but to get Polymost working in a fashion that I could play the games without that constant frame skips I got with EDuke and to get Blood running on a full true color renderer.

Here Polymer was a no-go because unlike Polymost it has the palette lookup even deeper in the logic - in short, the renderer did not give me what I wanted.
I think Polymer was also specifically made for Duke if I remember correctly, so we're all better off just doing a whole new render in that case anyway since fixing up and finishing Polymer isn't really a viable option. We'll get there one day ;) .

Not like Polymost really is honestly. I still wonder why we're not shitcanning the thing here and now sometimes.
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sinisterseed
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Re: [0.6.0-452-gfc466849ce] Lighting isn't diminishing prope

Post by sinisterseed »

You know, going through Exhumed at the moment, the extremely bad Build sector lighting is hilarious in this game. If you thought the other games look bad, well, Exhumed is definitely the worst offender so far.

I mean look at this shit, it's awful - https://i.imgur.com/pnQPZgF.png

Can't wait to have better sector light modes, new or those from Doom, whatever, it can't be worse than this nonsense... Build's shaders are also really primitive.
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Phredreeke
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Re: [0.6.0-452-gfc466849ce] Lighting isn't diminishing prope

Post by Phredreeke »

or it's cause you're playing with palette emulation disabled :mrgreen:
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mjr4077au
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Re: [0.6.0-452-gfc466849ce] Lighting isn't diminishing prope

Post by mjr4077au »

Phredreeke wrote:or it's cause you're playing with palette emulation disabled :mrgreen:
That's still getting reimplemented on the new backend, it's unusable currently.
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sinisterseed
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Re: [0.6.0-452-gfc466849ce] Lighting isn't diminishing prope

Post by sinisterseed »

Phredreeke wrote:or it's cause you're playing with palette emulation disabled :mrgreen:
Working around the root cause is NOT a fix.

Build engine needs better sector light modes with more advanced and robust shaders, period. This is completely disgraceful.
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Re: [0.6.0-452-gfc466849ce] Lighting isn't diminishing prope

Post by markanini »

I can confirm with mjr4077au's fix current master has correct lighting falloff.
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Re: [0.6.0-452-gfc466849ce] Lighting isn't diminishing prope

Post by mjr4077au »

This one might need to be opened again... Playing on my work laptop at 1080p (my main PC is 1440p), the lighting is diminishing too soon. Before all the lighting changes in 0bd460d9e3bbaf239f4a33f9ce589dff58660bea, while it was a complete shitfight, the lighting diminished consistently irrespective of resolution.

This might explain why Graf and lowskill. had no perceived issues whereas I did.
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Re: [0.6.0-452-gfc466849ce] Lighting isn't diminishing prope

Post by sinisterseed »

So this has become a resolution specific issue now? Wtf. I wonder how it happened.

But it still bugs me that this is happening on a laptop. Does it run on the dedicated GPU or the integrated one? If it's the integrated one I wouldn't be surprised if it's a driver issue or something.
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Re: [0.6.0-452-gfc466849ce] Lighting isn't diminishing prope

Post by Graf Zahl »

The entire projection math in Polymost is all fucked up and apparently cannot produce consistent distance results.

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