Product Chat / Reloaded Weekly News 08.09.14

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RickV
TGC Development Director
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Posted: 8th Sep 2014 11:58
Hi,

The Reloaded Weekly News is out.

Rick

Development Director

TGC Team
seth zer0
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Location: Bellmead, Tx
Posted: 8th Sep 2014 15:25
So is there no more real time shadows? If so that sucks. Its one thing I was excited for. Now the NPC will have those fake blob shadows or FPS X10 fake shadows..



JC LEON
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Posted: 8th Sep 2014 16:03
We want new releases..we want new engine updates to taste... we dont want words ..we want updates

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RickV
TGC Development Director
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Location: United Kingdom
Posted: 8th Sep 2014 16:27
Hi, there will be local shadows for dynamic objects we certainly want to keep the quality high and blob shadows are just so old and cannot be accepted these days.

We know you want new builds. Currently the engine has it's wires hanging out all over the place! We are dealing with very tricky areas now and it will take time to all these things done.

Development Director

TGC Team
JC LEON
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Posted: 8th Sep 2014 17:09
yes I know.. I was joking (or maybe not LOL) but I'm very excting about lightmap, character importer and so on and I cant wait to brig them all...LOL

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Q9550@3,8GHZ - 8GB RAM - SVGA HD6870 1GB - HDD WD 1500TB
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TattieBoJangle
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Location: United Kingdom
Posted: 8th Sep 2014 18:09
Hi Rick i have a question about the shadows with them being baked does this mean reloaded wont have a day/night system as it seems to me like alot of features that made reloaded sound good are getting pulled out due to the inability to get performance.

Also how will this work with say the torch depending where you stand when shining it on something it would be different would it not? for example say you shine it on a barrel and the shadow is in front of you instead of behind.





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The Next
TGC Web Engineer
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Posted: 8th Sep 2014 20:24
TattieBoJangle it is possible to recalculate lighting for dynamic lights, so I am sure you will see other lighting sources affecting shadows in future.

Windows 7 Pro, Intel i7 3.8 GHz (Passmark: 9021), 16GB DDR3, NVIDIA GTX 780 4GB Superclocked (Passmark: 8056)
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TattieBoJangle
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Posted: 8th Sep 2014 20:45
Ahh ok so the shadows caused by dynamic lights will overwrite the baked ones? how about static lights for say example we have a light source from the wall and a large create will it be baked or go in the direction the static light would push it





PC SPECS: Windows 8.1 Pro 64-bit, Intel I7 - 4GHz CPU, Asus R9 6GB GPU - 32GB DDR3 MEM
Wolf
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Joined: 8th Nov 2007
Location: Luxemburg
Posted: 8th Sep 2014 21:46
Thanks for sharing my screenshot and model in the newsletter! I'm flattered

Am I to think of the lightmapping system as if it is an enhanced version of the static-lightmapping in Classic?



-Wolf

"When I contradict myself, I am telling the truth"

"absurdity has become necessity"
MK83
GameGuru TGC Backer
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Location: Greeneville, TN USA
Posted: 8th Sep 2014 22:19
one step forward two steps back?

AMD 9850 black, 6 gigs ram, GTX 260 Win 8.1

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MXS
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Location: Cybertron
Posted: 8th Sep 2014 23:16 Edited at: 8th Sep 2014 23:26
this is great news i can understand about the shadows. the Real-time dynamic shadows was great but we all was not going to benefit form it anyway being the performance was taking a beating when we put the shaders on high. when we put the shaders on low the shadows look like crap to the point I just want to turn it off.this way we can have the nice shadows without the loss of performance. as far as for shadow moving with a dynamic light was not happen anyway. but there still away the character can keep the Real-time dynamic shadows from a shader. also fpscx10 did have dynamic shadows for the characters you was able to turn it from the the slider but even then it prove it was a performance hog. but I think a lot of this have to do with some changes to reload core also put the performance in a choke hold. two things that eat way at it is the physics and the gun in 1008 and 10085. everyone notice since after 10071 the performance has went down. if uncap the frame rate then test a blank level hit f11 and press the numbers to turn off the gun and physics you will see the performance go up so high. my guess to this is at one point reload core did not have some things in the code for the gun and physics at one point. but as time go along with updates to the core features the more the features become compete the more performance these feature may need to run at it best. so pulling out thing like Real-time dynamic shadows might not be the only thing that will no longer be in the reload. fpscx10 had features that did not make it to the final stage of the process because of performance issues. but this is not a bad thing it just part of making a game engine. if overall reload strength becomes performance this engine it will be a good thing. nothing is written in stone Lee could always go back and change core if he ever figure a way to keep good performance with Real-time dynamic shadows. for now TGC have to keep it moving forward with the time they have with this engine. we all may not agree on the changes that will be made but we can still benefit form using this engine. like all game making easy to use engines you are going to be limited in some way. so don't be disappointed in the changes it will get better as long TGC keep updating the engine after it is compete.

more than what meets the eye.Welcome to SciFi Summer

gtx770 sc acx 2gb gpu boost 2.0

TattieBoJangle
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Posted: 8th Sep 2014 23:35
No one said it wasn't a good thing MXS anything that gives it more performance is good but at what cost more info would be nice and will the day night still be a feature?





PC SPECS: Windows 8.1 Pro 64-bit, Intel I7 - 4GHz CPU, Asus R9 6GB GPU - 32GB DDR3 MEM
MXS
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Posted: 9th Sep 2014 00:10 Edited at: 11th Sep 2014 02:29
one thing I do hope is I could replicate something like this in reload with the new light mapping but better in this pic..

more than what meets the eye.Welcome to SciFi Summer

gtx770 sc acx 2gb gpu boost 2.0

raymondlee306
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Location: Ohio
Posted: 9th Sep 2014 03:39
Out of curiosity, is the lightmapping/shadow baking doing the whole level regardless of what the developer is using? Is there a way we can set a zone of some sort to say "only bake this area"? That might save some time on the build.
synchromesh
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Posted: 9th Sep 2014 09:55
Is this a similar process to Creator classic ....When you build a standalone you get to select your level of detail ?
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TattieBoJangle
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Posted: 10th Sep 2014 11:31
I guess it will be a wait and see





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dark_dragon
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Posted: 12th Sep 2014 01:21 Edited at: 14th Sep 2014 01:26
I am really excited about the next release. Can't wait.

Windows 7 Home Premium 64x, AMD FX 8120 8 Core Processor 3.10 GHz, Nvidia Geforce GTX 660.

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