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There are currently 19 users playing Freelancer on 40 servers.
December. 6, 2019

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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: 10/4 16:06
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Re: OpenGL Rendering

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I haven't read the 20+ pages but I've seen some pictures and they are absolutely beautiful

Posted on: 10/4 16:57
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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: 11/10 22:54
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Re: OpenGL Rendering
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TBN data could be put and spread across uv mapping vectors in VMeshData. FL materials don't use more than two uv maps, so six more channels as defined by FVF are free for the taking. Some quantization techniques could be employed to compress into fewer bits. Though if the cost of generating them on the fly isn't hitting performance it might not be as useful.

Posted on: 11/11 10:59
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Re: OpenGL Rendering
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Impressive Schmackbolzen

Posted on: 11/11 18:44
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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: 11/12 8:07
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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:

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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: 11/25 18:47
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Re: OpenGL Rendering
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Is it ESRGAN, PPON, or your own model ?

I tried Misc x4 pretrained model for ESRGAN and the result was kinda good. Then I tried PPON and for some details it's better than Misc x4. PPON can't support alpha channel so I need to extract alpha channel with GIMP.

On the one hand edit is better than upscale but on the other hand upscale helps a lot if you want the best accuracy as possible.

Here is a sample of liberty AI upscale I did. I warn you that I had to do 128x128 parts from 256x256 textures cause my computer isn't using CUDA cores and, as always, has outdated components... The window part has been done with PPON. liberty_256 is the original and 1024 is the Misc 4x one.

Posted on: 11/29 11:46
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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: 11/29 18:32
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Re: OpenGL Rendering
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Quote:

Schmackbolzen wrote:
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!


I already used BC1_Smooth2 but the 1024 lost his tag while renaming. (Always disliked these artifacts...)

I just saw the alpha model option while I recovered IEU due to Windows update fail 2 weeks ago. I put the Skyrim one.

I added the PPON one to the Mediafire shared folder. I think edges sharpness are great but details are weird compared to ESRGAN 4xMisc. *_PPON is the right one.

What pretrained models did you use ?

Posted on: 11/29 22:27
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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: 2019/11/30 9:36
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Re: OpenGL Rendering
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I have a fun fact about BC1 compression artifact removal.

When you use BC1_smooth2 and use misc the result is not that detailed, but when you use another BC1 removal then misc, it's over detailed.

BC1_smooth2 + Misc

BC1_take2 + Misc

It's rather strange.

Edit : Mixed BC1_smooth opacity 128 + BC1_take2 Background

Edit 2 : Fixed URL of "Edit"

Posted on: 2019/12/1 14:41
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