Posted: 9th Jun 2007 21:57
Randomness 128, the resolution was 1024*768*32, on a Athlon64 3700+ (socket 754), with 2gb of corsair 3200 (400mhz) of RAM. the fps may be due to the fact that I was on the internet and peoplepc is a resource hog. ill try closing down all of the programs running in the background. what fps did you get? how many lights, how many objects, what resolution, etc..
Posted: 9th Jun 2007 22:15
I was also using 1024x768, with however many lights and objects were in that example. I'm using a 6600GT and got about 90fps.

Another reason could be that I have mine over clocked from 500mhz to 575mhz. The default clock speed for a 7600GT I think is 560mhz.
Posted: 9th Jun 2007 23:24
@Hoozer: shaders are updated at each frame that mean that, using vectors you can update lights and change their position, range, colors, etc ...
Posted: 9th Jun 2007 23:39
Did u copy every object for a new light while making shadows?


Nope, 30 objects in total. but theres an extra 6 renders to draw the dynamic cube maps for the shadows when ever you move them. Im trying to improve shadows process atm trying to make it faster and softer.

@Hoozer

1. Its totally free, Use it as you want. But I need to come up with better demos and scalability so you can use it better.

2. Each light is dynamic so they can be moved or hidden simply hiding the light object that represents that light. Thats whats so great about deferred shading. I can have a 100 fully dynamic parallaxed lights with just 5 renders, and my fps will stay well above 100. Try that with multi-passes rendering with parallax mapping and you`ll feel the drop, bad(to about 1-5fps).

3. There should be no reason why you can`t move,rotate,scale your object, You should get the same perfect per pixel lighting every time.
Posted: 10th Jun 2007 0:17
Randomness 128, the default clock speed for my XFX7600GT is 570mhz, even when I over clock it to 620mhz, I notice no difference in fps.
What cpu are do you have? if it is newer than socket 754(AMD) like a 939 or AM2 (I'm unfamiliar with Intel's sockets) then that would make a difference. even if it's a 3700+ 939 @2.2ghz, the front side bus would probably boost performance. also, what type of ram does your gpu have? My card's default is DDR3 1.45ghz.
Posted: 10th Jun 2007 0:34
@ EVOLVED: Thanks for the info! With the shadowing showed in Demo2, at an acceptable performance (mine was acceptable, but as I know me, I would have a lot more objects, if I would use it, what most possibly make it much slower) would make this shader "the mother of all shaders" for DB-Pro reduarding the possibilities you get!

I once tried to use your "parallax-mapping-shader for multiple-lights" and it turned out to eat too much performance (or I made something wrong)! Would this (new) "Deferred"-shader perform better than the (old) mentioned one?
(I think you said so, when talking about "multipass" in the first post and in the last.)

Last Question: What kind of performance would you exspect, if you would use this "Deferred"-shader together with your "SoftShadow"-shader (if it's possible)?
(I suppose it would be an absolute killer, requireing a 8800-series card to perform at an acceptable rate! As you see I'm a fan of your "high-quallity-stuff" and I would use it all at once, if I only could! (An overclocked GeFo6800LE is not the best card to do that!) )



Really great work!

Hoozer
Posted: 10th Jun 2007 0:52
Randomness 128, the default clock speed for my XFX7600GT is 570mhz, even when I over clock it to 620mhz, I notice no difference in fps.
In one test, over clocking mine from 500mhz to 575mhz brought the frame rate from about 57fps to about 64fps. Going any higher doesn't seem to make much difference, though. Maybe the card can't get enough power from a PCI-E x16 slot to make it much faster.

What cpu are do you have?

Pentium 4 HT 3.0GHz. Socket LGA 775.

also, what type of ram does your gpu have?

DDR3 1GHz


I figured out why, though. I had turned off v-sync. Turning it back on dropped the frame rate down to about 60fps.
Posted: 10th Jun 2007 1:08
that would do it, though on my card, no matter what i do to it (short of changing the resolution), I cant get my fps to budge. with all of the settings turned up i still get 55-60 fps. why that is i dont know, but mabey some one else does.
Posted: 10th Jun 2007 1:38
Same with me on Half-Life 2. Quite odd.
Posted: 10th Jun 2007 17:08
Here's deferred shading on an DBO object.



And the demo;
http://rapidshare.com/files/36331835/DeferredDBO.rar.html

Have fun!
Posted: 10th Jun 2007 21:40
This new one doesn't compile for me either, same error. Line 33 cannot grab image due to illegal area, does anyone else get this?
Posted: 10th Jun 2007 22:10
It works for me,using 6.6b,anyway here's the solution,
Change this lines:
+ Code Snippet
   `SetUp Gbuffer Texture cameras
      TexsizeX=sw/2:TexsizeY=sh/2
      make camera 1 ` World Position Camera
      set camera to image 1,5,TexsizeX,TexsizeY
      set camera fov 1,100
      color backdrop 1,0
      make camera 2 ` World Position In Depth Camera
      set camera to image 2,6,TexsizeX,TexsizeY
      set camera fov 2,100
      color backdrop 2,0
      make camera 3 ` World Normals
      set camera to image 3,7,TexsizeX,TexsizeY
      set camera fov 3,100
      color backdrop 3,0
      make camera 4 ` Lighting That Gets Projected Back On Scene
      set camera to image 4,8,TexsizeX,TexsizeY
      set camera fov 4,100
      color backdrop 4,0


To this:
+ Code Snippet
   `SetUp Gbuffer Texture cameras
      TexsizeX=512:TexsizeY=512
      make camera 1 ` World Position Camera
      set camera to image 1,5,TexsizeX,TexsizeY
      set camera fov 1,100
      color backdrop 1,0
      make camera 2 ` World Position In Depth Camera
      set camera to image 2,6,TexsizeX,TexsizeY
      set camera fov 2,100
      color backdrop 2,0
      make camera 3 ` World Normals
      set camera to image 3,7,TexsizeX,TexsizeY
      set camera fov 3,100
      color backdrop 3,0
      make camera 4 ` Lighting That Gets Projected Back On Scene
      set camera to image 4,8,TexsizeX,TexsizeY
      set camera fov 4,100
      color backdrop 4,0
Posted: 12th Jun 2007 12:23
ah, 6.6 I'm on 6.5 I think, or if I downloaded the patch without applying it, I'm on 6.2...

I initially replaced out the dll calls with the values I know my screen is set at. Ill try 6.6... The simple, obvious solutions, never occur to me

Edit: yep, all fine and dandy in 6.6b with a nice respectable 120 fps -- I'm going to have to learn how to do this stuff...
Posted: 12th Jun 2007 23:27
Evolved, I was trying to find some of your shaders from your website but the domain seems to be owned by someone else. Do you still put your shaders online somewhere?
Posted: 12th Jun 2007 23:29
@Mistrel
Look at that page:
http://forum.thegamecreators.com/?m=forum_view&t=79849&b=8&p=4
Posted: 12th Jun 2007 23:34
Thank you bandM.

Evolved used to have his work on vector3r.com but that domain is now owned by someone else.
Posted: 22nd Jun 2007 0:24
Here's a faster and lower quality version of the same idea.

Use the up/down keys to move the camera forward/back and the mouse to change direction.

Press <space> to exit and save the latest images used to construct the final view.

If you study these and the demo carefully, you'll see why EVOLVED used the trick of having two textures to store position data.

I get an FPS of 8 to 30 with this demo, whereas I got only 2 fps with EVOLVED's demo. His included additional features such as normal mapping, etc, of course.
Posted: 24th Jun 2007 1:34
Evolved, your demo with deferred shading does not work on DBPro 6.2. Problems with depth shader - he doesn't work on DBPro and on NVIDIA FX Composer 1.7 (all depth objects is white)... Please, somebody help me... Maybe need DBPro 6.6?