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RBDOOM-3-BFG Now Has Fast Soft Shadow Mapping

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  • RBDOOM-3-BFG Now Has Fast Soft Shadow Mapping

    Phoronix: RBDOOM-3-BFG Now Has Fast Soft Shadow Mapping

    While ioDoom3 is still dormant with not much activity and not nearly as much interest as ioquake3 has been over the years, RBDOOM3 and in particular RBDOOM-3-BFG is seeing a lot of new work. The latest addition to this fork of the open-source Doom 3 code-base is adding support for fast soft shadow mapping to improve the visual richness of the engine...

    http://www.phoronix.com/vr.php?view=MTY4ODY

  • #2
    I'd love to see this ported to darkmod.

    Comment


    • #3
      This is great, it's looking really good! I'm using this port on Linux and it runs like a train.
      Just a couple of weeks ago Robert also added support for playing video disks using the FFMPEG libs. This part has been missing for quite some time but now we have a fully playable and improved BFG edition on Linux

      Thank you mister Robert!

      Comment


      • #4
        Looks nice.

        Does it also have water reflection and/or refraction and soft particles?

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        • #5
          What OpenGL version is this feature? I'm running a 6870 (r600) with the Radeon driver, am I good to go?

          As an aside, I'm surprised ID games aren't in the Steam library yet seeing as they mostly have Linux ports.

          Comment


          • #6
            - Implemented soft shadows using PCF hardware shadow mapping

            The implementation uses sampler2DArrayShadow and PCF which usually
            requires Direct3D 10.1 however it is in the OpenGL 3.2 core so it should
            be widely supported.
            All 3 light types are supported which means parallel lights (sun) use
            scene independent cascaded shadow mapping.
            The implementation is very fast with single taps (400 fps average per
            scene on a GTX 660 ti OC) however I defaulted it to 16 taps so the shadows look
            really good which should you give stable 100 fps on todays hardware.

            The shadow filtering algorithm is based on Carmack's research which was
            released in the original Doom 3 GPL release draw_exp.cpp.

            - Changed light interaction shaders to use Half-Lambert lighting like in Half-Life 2 to
            make the game less dark. https://developer.valvesoftware.com/wiki/Half_Lambert

            r_useShadowMapping 1 - Use soft shadow mapping instead of hard stencil shadows

            More screenshots: https://github.com/RobertBeckebans/R...ses/tag/v1.0.1

            This is not an official id / bethesda port of the game so I'm not surprised it's not in Steam.

            Comment


            • #7
              Does it run on Wayland?

              I wonder if RBDOOM runs on wayland.

              Comment


              • #8
                There's a 'set r_waylandcompat "0"' in my D3BFGConfig.cfg so I assume it's a yes.

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                • #9
                  I might finally be able to play this, compiling didn't work last time I tried.

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                  • #10
                    SDL 2

                    I think its because the RBDOOM relys on SDL for windowing system.

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                    • #11
                      Has anyone tried running it? o.O

                      We ran it on average AMD GPU and fps went down x3.. I don't know why it's called "fast shadow mapping" :/ At the same time vanilla Doom 3 BFG runs at 70 fps on that laptop.

                      Comment


                      • #12
                        Anyone knows if this engine can run original Doom3 and Doom3 ROE content from the original CD's? *

                        - Gilboa
                        * Given the fact the BFG contains them both, I assume the answer is yes; but you never know...
                        DEV: Intel S2600C0, 2xE52658V2, 32GB, 4x2TB + 2x3TB, GTX780, F21/x86_64, Dell U2711.
                        SRV: Intel S5520SC, 2xX5680, 36GB, 4x2TB, GTX550, F21/x86_64, Dell U2412..
                        BACK: Tyan Tempest i5400XT, 2xE5335, 8GB, 3x1.5TB, 9800GTX, F21/x86-64.
                        LAP: ASUS N56VJ, i7-3630QM, 16GB, 1TB, 635M, F21/x86_64.

                        Comment


                        • #13
                          Originally posted by motorsep View Post
                          Has anyone tried running it? o.O

                          We ran it on average AMD GPU and fps went down x3.. I don't know why it's called "fast shadow mapping" :/ At the same time vanilla Doom 3 BFG runs at 70 fps on that laptop.
                          I got a lot feedback that it looks kick-ass and runs extremely well even with a resolution of 2560x1440. My implementation is superfast compared to other shadow mapping approaches.

                          Laptops aren't for gaming and shadow mapping is usually seen as not practical for a game like Doom 3 because it has so many shadow casting point lights like 50+. Even Killzone 3 has only 10+ according to its developer papers.
                          Crysis gets away with the problem to render mainly a single sun light.

                          However it is 2014 and not 2004 and if you want a better graphics quality then buy a decent gaming rig. You can't have better graphics for free.

                          If it is all not an option for you then you can simply turn off soft shadows in the graphics options or by typing > r_useShadowMapping 0 in the console.

                          Comment


                          • #14
                            Originally posted by trebor View Post
                            I got a lot feedback that it looks kick-ass and runs extremely well even with a resolution of 2560x1440. My implementation is superfast compared to other shadow mapping approaches.
                            I don't deny shadow mapping looks good, minus washed out shading (can you show screens with original Doom 3 shading and shadow maps?) The question is if shadow mapping now requires 128bit+ bus to run well.

                            Originally posted by trebor View Post
                            Laptops aren't for gaming and shadow mapping is usually seen as not practical for a game like Doom 3 because it has so many shadow casting point lights like 50+. Even Killzone 3 has only 10+ according to its developer papers. Crysis gets away with the problem to render mainly a single sun light.
                            Interesting. Didn't know Doom 3 has that many lights per scene :/

                            Comment


                            • #15
                              I tried running it, and it runs great on Arch Linux x64 (Phenom II 955 BE, 8 GB DDR3 and GTK 760 TI OC).
                              Not noticing framedrops here so far. And of course it looks stunning! Great job and thank you very much

                              Nice to see that you added an option in the menus for it!

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