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January. 22, 2020
The Starport Forum Index > All Posts (Schmackbolzen)

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Re: OpenGL Rendering
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I noticed that you can mix models, so I ended up using a hybrid between the fallout weapons and ground textures models (you have to stay above 0.7, otherwise you will get colour shifts).

Also I developed an algorithm to automatically create roughness maps. The result can be seen in this video:
http://www.flnu.net/downloads/Fl1501.mp4

There are still some small issues left. One of them is, that somehow most of the time I find it too dark. Will be one of the next things I try to fix.

Posted on: 1/15 22:55
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Re: ISSUE: I often cannot submit posts for a while
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Actually last time I was unable to post until I logged out and logged in again (like others described). The other times I had to wait some minutes and it worked then. Trying multiple times without waiting always resulted in the session timeout message. For PMs it is even worse: You just get an empty black window.

Edit: Since I did the logout and login afterwards I did not have any problems (like with this post), but that might just be coincidence.

Posted on: 12/1 10:34
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Re: OpenGL Rendering
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The one I found best and used on all the images is the ground one. I also tested the misc one and the box one, but they either looked weird or too clean. For removing the dds artefacts I also found the one you use the best one yet. I will try different models/networks as soon I have time for it.

Posted on: 11/30 9:36
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Re: ISSUE: I often cannot submit posts for a while
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Recently I am getting the session problem nearly every time I try to post (PMs+forum). Has anything changed?

Posted on: 2019/11/29 19:05
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Re: OpenGL Rendering
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You first need to undo the dds compression. The textures above are done with ESRGAN and pretrained models (two steps, undo dds first and then upscaling). There are quite extensive lists of models you can find on the net. I will try other networks next (e.g. the one you suggested), but the current results are quite impressive. There are tools for ESRGAN which allow alpha upscaling, although the one I tested (IEU) only worked for one texture, not for mass conversion. I did not have time yet to debug that.

Here is the texture upscaled with the same method used in the videos: http://www.flnu.net/downloads/liberty2_1024.png

I did not have any problems with cuda, everything worked fine. But the chip in my laptop is not that old (maxwell). You also could use cpu only, although that sadly is quite slow.

If you get better results, let me know!

Posted on: 2019/11/29 18:32
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Re: OpenGL Rendering
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While I did some internal progress, here are the latest results of my texture upscaling attempts:

Open in new window

As you can see this takes the game to a whole new level. Some example videos are here:

http://www.flnu.net/downloads/FL2411.mp4
http://www.flnu.net/downloads/FL2411_2.mp4

Keep in mind that the material settings are not tweaked yet, so there is still room for improvement. Currently there is only one different one for glass. The rest uses the same one where I quickly tested some values and chose the best looking. If you have a different taste you could make all reflections super smooth etc.

Posted on: 2019/11/25 18:47
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Re: OpenGL Rendering
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Thank you, I really like the look, too!

@Treewyrm: Thanks for the hints, but I know that. The problem is, that FL does not support more than two texture coordinates when rendering asteroids. So the only other option would be to load the model yourself instead of letting FL do it. This is an option for the future, since you also only can use one material, so it would be an improvement. For normal models, the TBN data already is stored into additional texture coordinates.

Posted on: 2019/11/12 8:07
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Re: OpenGL Rendering
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Thanks!

I was able to reverse the list of asteroids which are about to be rendered and integrate it into the shadow rendering. Also I now automatically generate the necessary TBN data for normal maps etc. on asteroids, because FL does not support saving them into the models.

The result can be seen in this video: http://www.flnu.net/downloads/fl1011.mp4

Costs a lot of FPS currently despite of instancing, so improving it is the next step.

Posted on: 2019/11/10 22:54
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Re: OpenGL Rendering
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I know what you guys mean. You are talking about the well known "feature creep". While it might look that way, there is actually a goal I had (and still have) for the first release:
- Good looking shadows
- Good rendering quality so it does not look artificial
- A (somewhat acceptable) material system
- Acceptable performance
- No problematic bugs and enough polish for release

For the current state only the last one is open now. So as you can see there is quite a large progress already made.

Stuff I have on my list for after release:
- More lights, especially make running lights real lights
- Add bloom support (currently there is only exposure control)
- Automatic exposure control (from Valve HL2 paper)
- More baked in reflections so that e.g. nebula not in the starspheres are also reflected
- More performance optimizations
- ... (here you can add literally endless stuff which you could do)

@Moonhead:

I intend to make it a mod so in the end everyone can use it. I am thinking about to exclude mods who stole stuff from others, so that they can learn the hard way why stealing is not good. Why should I respect their work if they don't respect the work of others. I am still open for feedback on this, though.

At first I will release it for our mod only, so problems can be found more quickly. After a while I plan to create a standalone mod on Moddb with only the graphics enhancements for others to use. Hopefully FL will live a bit longer that way.

As for the files: The models in the videos are from vanilla FL. They just use height and normal maps. I upscaled the textures using a self build and trained neural net plus some automatic post processing. Regarding the engine: Basically I replaced the end of the rendering pipeline from FL with my stuff. So maybe its half a new rendering engine. Some stuff still gets just passed through.



I did some tests with eigos and it looks like we have a usable workflow for exporting stuff and use it with my new rendering system. Here is a video from an asteroid eigos created: http://www.flnu.net/downloads/flroid02_4.mp4 . It uses height, normal, roughness and metalness maps.

It seems like everyone is happy with the way the rendering looks now (me included), so I won't touch that anymore as far as I am able to.

Edit: Replaced the video with a one where the shadows aren't bugged due to wrong bias.
Edit2: After some map and parameter tuning: http://www.flnu.net/downloads/flroid02_8.mp4

Posted on: 2019/10/4 16:06
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Re: OpenGL Rendering
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Hehe, thanks!

Here are three other videos:
http://www.flnu.net/downloads/fl0310.mp4
http://www.flnu.net/downloads/fl0310_2.mp4
http://www.flnu.net/downloads/fl0310_3.mp4

I am very pleased with the current look and will try to keep the direction. Tell me what you guys think. Are there still problems with the look? Or is it perfectly fine? Better than fine?

Posted on: 2019/10/3 22:20
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Re: OpenGL Rendering
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So it's been a while. I was able to reverse quite a bit more and also could integrate it into the shadow rendering. This means some big performance wins plus some other benefits.

Here is a video with the current state: http://www.flnu.net/downloads/fl0210.mp4

Notice, that the moving shadow at the beginning would not have been possible before, since it is offscreen. Also I would not get about 100fps, it was more around 40.

Also currently there is no lighting attenuation. I need to somehow integrate the curves FL allows you to customize.

I am still fighting a bit with the coordinate system FL uses, so this is one blocker. But all in all this is a huge progress, so there is not that much left to do now.

Posted on: 2019/10/2 14:02
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Re: System loading in HkIClientImpl::Startup causing high server load when running under wine
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I was talking about the
Code:
pub::System::LoadSystem(base->iSystemID);
line and thus of the resulting preload of the systems in general.

Posted on: 2019/7/4 8:53
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Re: System loading in HkIClientImpl::Startup causing high server load when running under wine
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I see. I was hoping that the load would just be what happens when lots of systems are loaded. So far everything seems to work. Since I did not notice any lag spikes and the server gets restarted every 12 hours I am going to leave the preloading out. There is no need to waste cpu cycles and power

If you guys have no issue with it I would change the hook svn version to have this as an option in the flhook.ini. So one can choose to disable it.

Also I wrote a new server manager, since dspm does not run well in wine because of dot net. It is not finished yet, but when it is I plan to release it. Currently it just connects to hook and restarts the server after some warnings and in case it crashed.

Posted on: 2019/6/30 13:34
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Re: System loading in HkIClientImpl::Startup causing high server load when running under wine
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Yeah, I thought that having them loaded at startup might help finding errors in the ini files. Was not sure about caching, though.

I did some tests and having them load only once was inconclusive due to the random NPC spawn behaviour. The idle load however is reduced if I don't load them at all at startup. It jumps from 4ms down to 0 and CPU load also goes down significantly. I need to run more tests to see whether this has an effect when the server is not idle, but currently I got the impression it does.
In the meantime I am going to remove it and see what happens. Hopefully this is not just the manifestation of another side effect. I need to find out whether this is wine related or not. The CPU of the server is quite old, so this is also a factor. At least I can switch the server to newer hardware if it is just a load problem.

Posted on: 2019/6/28 15:17
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System loading in HkIClientImpl::Startup causing high server load when running under wine
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Took me quite a while to find the cause for the high load. What exactly is
Code:
pub::System::LoadSystem(base->iSystemID);
doing in
Code:
bool HkIClientImpl::Startup(uint iDunno, uint iDunno2)
?
With it I am getting very high server load running the server with hook under wine. If I remove it, everything is fine. Besides the systems get loaded multiple times, due to the bases getting iterated and not the systems. So this should be changed anyway.

But back to the main question: What happens if I remove it? Why is it loaded "before the server becomes internet accessible" like the comment says?

I am switching our server to Linux and this seems to be the last remaining problem. I even patched the anti-ddos.dll for the different dpnet.dlls (I will upload this soon).

Posted on: 2019/6/27 23:17
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