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There are currently 101 users playing Freelancer on 45 servers.
May. 25, 2020

Browsing this Thread:   2 Anonymous Users



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Re: OpenGL Rendering
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Impressive work

Posted on: 2016/8/29 0:54
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Re: OpenGL Rendering
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Looks very good keep up the good work Schmackbolzen.

Posted on: 2016/8/29 1:45
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Re: OpenGL Rendering
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Nice! the render is really gorgeous!!

I have some questions :
- Did you create your own heightmaps? I thought using heightmap and converting it to normalmap but as you implemented heightmap the conversion will not be necessary. The render will be better too because it can simulate cliffs and normalmaps can't reproduce this effect well. ( I don't say that DX9 conversion is bad, I just highlight normalmaps limitations)
- Will there be higher FPS support because 30 FPS is quite low or is it a limitation due to OpenGL or OpenGL test?
- Do you plane to implement Lookup Table activation in fullscreen (Greyscale balance for display calibration)? If no I will stay playing in windowed mode.

Posted on: 2016/8/29 17:36
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Re: OpenGL Rendering
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Thanks all for the positive feedback!

@Freestalker:
1.: I use a variation of valve's ss bumps. They are in tangent space and have more light directions baked in (I did not write the tool which generates them). So you need a height map and normal map and get a new normal map. Additionally I use parallax mapping so you need height maps too. Keep in mind that this is the current state and might change when I have fixed the errors and start experimenting again. Also you can use just normal maps without height maps or no additional maps at all. It is all supported. And yes I created my own height maps, which took quite some time and which is why I don't have many of them.
2.: The fps where intentionally limited to 30fps because of the video recording. This way it is way more fluid.
With my radeon 270x I get at this scene around 100fps. This is with 2 lights casting shadows, so the scene is actually rendered 3 times. I have optimized a lot of the draw calls but I did not finish all cases yet, so there is still stuff which reduces fps and will be fixed. Also I will let you choose how many lights cast shadows so you can limit it to 1 or none at all.
3.: I am assuming you mean using the calibration file of the monitor to get a good colour reproduction. I have a pretty good calibrated IPS Display (Dell u2515h) so I will think about it since I might notice a difference. But I need to do some research how this can be implemented with OpenGL. I have only read about gamma values and doing gamma correction in the shaders for now.

Posted on: 2016/8/29 20:11
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Re: OpenGL Rendering
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Borderless windowed would be a simpler and more convenient alternative I'd say. Tabbing out of the game still causes all sorts of issues with FL on MP which borderless windowed alleviates.

Posted on: 2016/8/29 20:32
"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try."
-Peggy Noonan
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Re: OpenGL Rendering
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Parallax mapping! Great Stuff!

30 FPS : Ow OK! I don't know why I didn't think about that.

As FriendlyFire said it could be better to add a simple borderless windowed mode. Is it possible to force Freelancer to uniquely display this mode?

Thanks for the explanations!

Posted on: 2016/8/29 21:42
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Re: OpenGL Rendering
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Code:
Freelancer.exe, 02477A, CA02->0000, borderless window
Freelancer.exe, 02490D, CA02->0000, borderless window

Posted on: 2016/8/30 12:00
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Re: OpenGL Rendering
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Thank you adoxa! I always don't know how you do to find the hex code of each modification. That's stunning how fast you find them.

Posted on: 2016/8/30 14:24
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Re: OpenGL Rendering
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Sorry for the double post but I was searching for a LG monitor and I have found a 21:9 display.

Is there a possibility to implement 21:9 aspect ratio support to FL?

I don't know if I will buy a 21:9 monitor or a new monitor but it could be an interesting and fun experience to play FL with this aspect ratio. ^_^

Posted on: 2016/8/31 15:35
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Re: OpenGL Rendering
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You can do it yourself with some work on HUDShift's config file. Adoxa's plugin handles aspect ratio issues aside from that.

Posted on: 2016/8/31 15:39
"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try."
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Re: OpenGL Rendering
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Thanks adoxa for the offsets. Since I create the window myself I don't even need them (at least I think so). Of course that does not apply to regular FL without the wrapper. Maybe one should add those to the "Limit Breaking 101" site?

In the meantime here is a screenshot from my latest version:
Open in new window
I just thought it looked nice. Might be a nice desktop background or so.

Posted on: 2016/9/2 3:19
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Re: OpenGL Rendering
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@Freestalker: I had an email at the start of the year that JFLP (which includes HUD Shift) "Really made it easy to get the game to run at 21:9 resolution ratio."

@Schmack: Have you considered the (equivalent of) FL Hack's "Clean" option? That removes the HUD (and/or mouse) altogether, making it look even nicer.

Posted on: 2016/9/2 3:37
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Re: OpenGL Rendering
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Good idea!

Here is it without the HUD:
Open in new window

And, since besides nicer shadows not much is going to change visually (I have ideas, but better no promises), here is a version without the wrapper for an early before / after comparison:
Open in new window

Posted on: 2016/9/2 15:05
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Re: OpenGL Rendering
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Looks oiled btw

Posted on: 2016/9/2 22:50
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Re: OpenGL Rendering
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I am not sure I follow. Oiled as in covered in oil?

Posted on: 2016/9/2 23:57
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