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How to turn off HDR?

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  09:33:12  21 March 2007
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Don Reba
Bishop and Councilor of War
(Moderator)

 

 
On forum: 12/04/2002
Messages: 11553
And did I write something different?
It does not matter.

read my message before the last one.
You see, you are completely wrong and you do not even read the articles you link to. There is little to argue about here.
  09:40:56  21 March 2007
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skyway
(Novice)
 
On forum: 03/21/2007
 

Message edited by:
skyway
03/21/2007 9:48:40
Messages: 30

---QUOTATION---
And did I write something different?
It does not matter.

read my message before the last one.
You see, you are completely wrong and you do not even read the articles you link to. There is little to argue about here.
---END QUOTATION---



I read articles and ok I didnt said what I wanted too precisely - hdr rendering ok, but it goes using shaders. and calculates final pixel color more accurate which takes more GPU power (two times more, as LDR uses 8 bit palette for Red Green and Blue colors, while HDR uses 16 bit for those colors) , and the point was to have an ability to turn it off , so we will be able to play stalker with all features except hdr which is one of a hardest calculations here.

<edit - sorry. 8 times more... 8 bit here is a 256 contrast levels while 16 bit is 65536... heh
  09:52:43  21 March 2007
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Don Reba
Bishop and Councilor of War
(Moderator)

 

 
On forum: 12/04/2002
Messages: 11553
Ok, now that's better.

STALKER's engine is based on deferred shading, which uses a very "fat" pixel format to store distance to each pixel, normal, material, and ambient colour. It would give no gain to use fewer bits for colour, because it would still only be a fraction of the total size, and because it probably still would not allow use of a more compact format.
  10:05:23  21 March 2007
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skyway
(Novice)
 
On forum: 03/21/2007
 

Message edited by:
skyway
03/21/2007 10:06:03
Messages: 30

---QUOTATION---
Ok, now that's better.

STALKER's engine is based on deferred shading, which uses a very "fat" pixel format to store distance to each pixel, normal, material, and ambient colour. It would give no gain to use fewer bits for colour, because it would still only be a fraction of the total size, and because it probably still would not allow use of a more compact format.
---END QUOTATION---



yes the main problem of XRay I noticed from very first seconds (when that mp beta was rushing through the internet back in 2004) of playing. A total lack of performance tweaks.

Well let's have it the other way... Why GSC did not implement bumpmapping into DX8 renderer? DX8 based on pixel shaders 1.1 and up and you can do bumpmapping with them. Hopefully the patch will add "render_1a or something" option that will have bumpmapping in R1...
  10:14:34  21 March 2007
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Don Reba
Bishop and Councilor of War
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On forum: 12/04/2002
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The development of the DX8 renderer has been stopped at the end of 2003.
  10:26:13  21 March 2007
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skyway
(Novice)
 
On forum: 03/21/2007
 

Message edited by:
skyway
03/21/2007 10:26:42
Messages: 30

---QUOTATION---
The development of the DX8 renderer has been stopped at the end of 2003.
---END QUOTATION---



Well, then something is totally missing. Something like having bumpmapping without all that heavy advanced lighting (though even it is beautiful but not performance-wisely). And I'm sure more people with lower-end videocards would prefer such rendering.

And hey you cant even turn shadows from lights (except sun of course) off in render_2a. And they hit performance very hardly in indoors (a lot of lights , a lot of objects...). So Im forced to go to dx8 rendering there... and it's ugly ...
  16:42:27  21 March 2007
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stalkerdisapointment
(Novice)
 
On forum: 03/21/2007
Messages: 46

---QUOTATION---
The development of the DX8 renderer has been stopped at the end of 2003.

Well, then something is totally missing. Something like having bumpmapping without all that heavy advanced lighting (though even it is beautiful but not performance-wisely). And I'm sure more people with lower-end videocards would prefer such rendering.

And hey you cant even turn shadows from lights (except sun of course) off in render_2a. And they hit performance very hardly in indoors (a lot of lights , a lot of objects...). So Im forced to go to dx8 rendering there... and it's ugly ...
---END QUOTATION---



So why are they saying that x ray engine is a really optimized engine??
Sure it is optmized because most of the directx 9 capable cards are forced to play in directx 8 mode since the dynamic lightin kills performece for like every system...
  17:28:41  21 March 2007
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Don Reba
Bishop and Councilor of War
(Moderator)

 

 
On forum: 12/04/2002
Messages: 11553
It gives the best graphics today without being all that much slower, so it must be pretty well optimized. ^_^
  18:07:25  21 March 2007
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daaaz
(Senior)
 
On forum: 03/21/2007
Messages: 71

---QUOTATION---
It gives the best graphics today without being all that much slower, so it must be pretty well optimized. ^_^
---END QUOTATION---


not rly...the charactor models animations and a lot of other stuf look pretty bad and stalker runs bad on my x1600 ..and forced 2 play under directx 8 thanks to the great optmization of this game hmm
  19:10:32  21 March 2007
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Don Reba
Bishop and Councilor of War
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On forum: 12/04/2002
Messages: 11553
That's odd. x1950 produces a high frame rate at maximum settings. 1600 can't be that far behind.
 
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