Product Chat / Visual changes with version 1.11 ?

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Mariokiki
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Posted: 12th Dec 2015 16:23
Hi,

I noticed a small visual change since the version 1.11...

All the shadows are very "clear" comparing with the previous version.

I compared using the same test level I use each time I test new model, even if I set the shadow option at the maximum...

So, I know my video card is not really compatible with GG specification
I use NVidia Geforce GTX285 - 2Gb GDDR3 - DX 11 compatible

Is it just because of that ?
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Pirate Myke
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Location: El Dorado, California
Posted: 12th Dec 2015 16:38
Visual quality was adjusted to bring real time and baked shadows more closer to each other. This may be some of the things you are seeing.

Is this a light mapped level or real time shadows? Are you using the post processes?

Your vid card is not a speed demon, but does meet the requirements for use.

If you can post some screen shots of the shadows and which shader modes you are in, maybe we can get to the root of the issue.

Thanks
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit

Mariokiki
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Posted: 12th Dec 2015 17:44
The picture test50 was made with the previous GG version 1.1 with Shadows setting at 60%.

The picture test51 was made with GG version 1.11 with Shadows setting at 60%.

In the picture test52, even moving the Shadows setting at 100%, the shadows look clearer than before... with less realistic effect...

Also other visual settings no longer work in the same way as before ...but I'll do another post with screenshots to explain all this

Thanks !

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Pirate Myke
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Posted: 12th Dec 2015 18:02
Right, Try bringing the ambient level slider down. raise the global specular, and then raise the contrast a bit and see if it brings out the shadows more for you.
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit

Mariokiki
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Posted: 12th Dec 2015 18:45
Looks a little bit better...

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Pirate Myke
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Posted: 12th Dec 2015 19:00
Yes, I agree, it still could have a bit more definition to it. But it is better.
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit

Uman
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Posted: 12th Dec 2015 21:51 Edited at: 12th Dec 2015 21:55
Yes I see the same issue. The shadows are seem to be further apart in strength than previously the case and not closer together between modes at all. In real time mode using sensible other settings the Shadows are washed out. In real time mode adjusting other settings is not really an option as they have to be adjusted to such an extreme degree to get the shadows right that it really adversely affects the visual appearance of everything else out of the bounds of decency.

I have other issues with Pre Bake in some levels so its a bit of a no win situation anyway.

Once system with the best of both would be good as before when all was far better.
System : Advent Windows 7 Home Premium 64bit. Intel(R). i5-2310 CPU @ 2.90GHz. 8.00 GB RAM DDR3. Storage : 1389 GB : 1088 GB Free (1389 GB Total). Graphics : NVIDIA GeForce GT 530. Total Available Graphics Memory : 4095 MB. Dedicated : 1024 MB. Shared : 3071 MB. Direct X10

LeeBamber
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Posted: 14th Dec 2015 10:39
The issue was that the ambient contribution to the scene was being shadowed, which of course is a functional error as the nature of ambience is that it requires no directional or source light to determine the colour it contributes. To get a black shadow, you need to dial ambience right now to zero, and then increase the surface intensity to restore the overall light balance of the scene. Given the nature of PreBake vs Realtime we would never get them matching up perfectly, but I am always eager to learn of visual goals that the current system cannot produce, as it may lead to new sliders which can modulate the various contributions to produce the desired result.
PC SPECS: Windows 8.1 Pro 64-bit, Intel Core i7-5930K (PASSMARK:13645), NVIDIA Geforce GTX 980 GPU (PASSMARK:9762) , 32GB RAM

Uman
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Posted: 16th Dec 2015 12:26 Edited at: 16th Dec 2015 12:27
I tried that. Ambient at zero and adjusting surface level to compensate but have tried all combinations of things before. In real time I end up with washed out detail in the light areas in a snow scene where the main ground texture by the very nature of the texture colours is very light to start with so I have to use ambience to adjust to best balance and thus have less strength in the shadows as a best option compromise.....that way I can have full detail across both light and dark areas but perhaps not the exact strengths one might want by way of a compromise....

In Pre Bake I am stuck currently in using prebake which may improve the situation in this particular level (snowy) as for some reason - baking the level results in some of my major entities rotating by 90 degrees as a result of baking and can find no reason for it. I know baking did this and all kinds of other glitches like moving entities around and displacing them some time back but thought that was sorted. Perhaps it is but not in some entities instance in this particular case for me....

Tried all kinds of things to fix the entities rotating but no luck. Since the latest versions I tried importing the entity model into GG but the model importer seems to crash and hang GG for me.....

Just tried importing a different .x file model into GG (new blank level) and get a different crash again.....

See attached.

No worries, no big deal, just reporting what happens.
System : Advent Windows 7 Home Premium 64bit. Intel(R). i5-2310 CPU @ 2.90GHz. 8.00 GB RAM DDR3. Storage : 1389 GB : 1088 GB Free (1389 GB Total). Graphics : NVIDIA GeForce GT 530. Total Available Graphics Memory : 4095 MB. Dedicated : 1024 MB. Shared : 3071 MB. Direct X10

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