How come Debris does not use volume shadows?
category: general [glöplog]
Portal Process fantastic demo "don't stop" is so fluid, run quite well with old PC system.
So im asking, when doing product like Debris, why shadows are not "volume shadows" instead of real time shadows?
So im asking, when doing product like Debris, why shadows are not "volume shadows" instead of real time shadows?
go fuck yourself.
I managed get an answer, beer to you bzz
Isn't volume shadows realtime? ;)
And debris is using volume shadows..
And debris is using volume shadows..
Is it?
How come it so slow if shadows enabled?
How come it so slow if shadows enabled?
ban him. he annoyed most #atariscne guys...
If i remember this right, chaos/ryg said that their shadow routine needs some tweaking.
Portal Prosess "don't stop" demo uses volume shadows. If Debris uses volumes, then its badly coded, compared to "don't stop" demo.
I mean shadows only.
Portal Prosess "don't stop" demo uses volume shadows. If Debris uses volumes, then its badly coded, compared to "don't stop" demo.
I mean shadows only.
@waremies aka un3en_
Heh, banning me is like hacking you.
Heh, banning me is like hacking you.
I agree that "Don't Stop" is a fantastic demo and the Portal Process guys are brilliant in every way (yes, that includes sexual prowess). The music rules as well.
if i'm not completely mistaken, don't stop uses shadow maps, not shadow volumes. debris, OTOH, does use shadow volumes, which are relatively slow primarily because the scenes are very shadow-volume-unfriendly (tons of silhouette edges and wide open spaces). the shadow "routine" is pretty good and certainly not the reason for the slow speed in some scenes, that's a pure fillrate issue. i'm not really happy with the shadow code in debris because a) it's the wrong technique to use for this type of scene, b) it means we have to do a lot of vertex processing on the cpu side, which both sucks (don't start with gpu shadow volume extrusion, NOT a good idea when you have >150mb of geometry data already). we used SVs because that lighting pipeline was there and well-tested (and also what fiver2 had started out building scenes with). ultimately, it's a very bad idea to switch your basic tech in the middle of a project, so we stuck with it.
now, tbh, based on your previous posts i don't expect you to understand a word of this, but it was worth a shot.
now, tbh, based on your previous posts i don't expect you to understand a word of this, but it was worth a shot.
Yeah, ryg, noone can understand what you're talking about!
Shadow volumes? Vertex processing? Are these things edible?
Shadow volumes? Vertex processing? Are these things edible?
And more importantly.. can they be smoked?
nearaz/preacher: i think. they are. clouds over north dakota... the waves. they perform admirably.
or pickled?
it's easy to make it faster and better looking though:
just turn this ->
just turn this ->
I completely agree with Ryg: Debris sucks! :o)