OpenGL Hack Bloom in GZdoom (Continued Discussion)
Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)
Bloom really shouldn't be that much of a heavy effect compared to SSAO, because SSAO seems to get some data from geometry (which we see quite a bunch of in there), but bloom is a purely frame-based effect.
And DoF is just derp, if you ask me. It's not like your vision isn't already focused on stuff. (It makes for good screenshot material if done right, which is quite unlikely without manual work.)
And DoF is just derp, if you ask me. It's not like your vision isn't already focused on stuff. (It makes for good screenshot material if done right, which is quite unlikely without manual work.)
Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)
@Revilution, those screenshots look superb - and I bet they look great either with or without the enhanced effects.
BTW, I think that wildweasel meant that he would have to wait to get screenshots at a suitable resolution for his desktop.
BTW, I think that wildweasel meant that he would have to wait to get screenshots at a suitable resolution for his desktop.
- Zanieon
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Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)
@Blox, As i suposed, only Bloom is really post-process effect, the rest still need do geometry calculations, especially DoF trying get field in a 2D map.
@Enjay, thanks and well, after all this and no agreement, so is just wait for a release.
@Enjay, thanks and well, after all this and no agreement, so is just wait for a release.
- wildweasel
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Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)
Yeah, because no offense intended, but I can't stand scaling images up for wallpaper, especially not images with really clearly defined lines like those in your Akzos City map.
Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)
Is anyone able to make a version of this that doesn't generate the log file every time it runs? If you drag and drop a file onto gzdoom qeffects makes a log file wherever the dragged file was dragged from.
Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)
Hmmm... I've managed to use a hex editor to stop it creating the log (simply by overwriting the first instance of qeffects.log in the file with null characters) but I'm not sure how stable that clumsy hack is.
Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)
Aaaaaaggghhhh my eyes.
- wildweasel
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Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)
Hell of a bump, sir, and not to very good effect, either, if that's all your contribution is going to be.Daft_Guy wrote:Aaaaaaggghhhh my eyes.
- cortlong50
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Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)
i realize this one is kind of uh...dead but ive been looking for a postprocesser for a while now (i treid a few different enbs a few different times but those are disasters) so im going to tweak this for my map pack, post the specs and get rid of the SSAO...because i dont like what it does to skies.
ill be back.
ill be back.
- cortlong50
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Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)
well its way too taxing for what little it actually does.
ill keep it for the color correction though.
but the bloom is way too taxing and ssao makes things look weird as all hell.
ill keep it for the color correction though.
but the bloom is way too taxing and ssao makes things look weird as all hell.
- SyntherAugustus
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Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)
LIFEKILLED from Zandronum forums made an update that makes the SSAO run better in Zandronum (basically, the sprites dont bleed through SSAO and the shadows don't bleed into the sky). In GZdoom, only the former fix works for some reason.
https://drive.google.com/file/d/0BxwczZ ... sp=sharing
For the Bloom, I'd do BloomScale=1 and BloomDarken=4. Here's my CFG.
https://drive.google.com/file/d/0BxwczZ ... sp=sharing
For the Bloom, I'd do BloomScale=1 and BloomDarken=4. Here's my CFG.
Code: Select all
[gzdoom.exe]
Anisotropy=0
Multisample=0
SSAO=0
BloomDarken=4
BloomScale=1
Emboss=1
EmbossScale=0.25
DOF=0
[zandronum.exe]
Anisotropy=0
Multisample=0
ZandronumSkyFix=1
SSAOScale=.75
SSAODistance=0.01999
SSAOMinZ=0.01666
SSAOMaxZ=0.666
RenderFrame=0
BloomDarken=4
BloomScale=1
Emboss=1
EmbossScale=0.25
DOF=0
DOFSpeed=0.666
DOFMaxZ=0.999
Last edited by SyntherAugustus on Sun Nov 24, 2013 4:46 pm, edited 2 times in total.
- cortlong50
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Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)
this thing is just all around taxing (im running this on my laptop) i ran just a color correction and it dropped me by 15 fps haha. thats insane.
and the ssao looks good! i just wished it was a little lighter on my gpu.
but ill checkt hat fix out for sure.
and the ssao looks good! i just wished it was a little lighter on my gpu.
but ill checkt hat fix out for sure.
Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)
That updated got me excited until I read that the sky SSAO bug still persists in GZDoom but worse still, from the readme...
"disable smooth sprites, force additive lights"
nope.gif
"disable smooth sprites, force additive lights"
nope.gif
- Marisa the Magician
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Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)
I'd kinda prefer for all this shading to be done engine-side (it would be less OS-dependent, and maybe perform better). Perhaps I should make a fork of GZDoom with custom shader support.
Re: OpenGL Hack Bloom in GZdoom (Continued Discussion)
Yeah since the source for the DLL is already available... perhaps someone would be inspired to "just" intergrate that stuff directly into the engine!? So then external DLLs won't be needed anymore...
(Of course it's not "just" easy... XD)
(Of course it's not "just" easy... XD)