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

  1. #1
    Join Date
    Jan 2007
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    15,135

    Default 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. #2
    Join Date
    Jun 2013
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    37

    Default

    I'd love to see this ported to darkmod.

  3. #3
    Join Date
    May 2010
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    48

    Default

    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!

  4. #4
    Join Date
    Nov 2012
    Location
    France
    Posts
    594

    Default

    Looks nice.

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

  5. #5
    Join Date
    Jan 2013
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    232

    Default

    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.

  6. #6
    Join Date
    May 2010
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    48

    Default

    - 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.

  7. #7
    Join Date
    Mar 2012
    Posts
    29

    Default Does it run on Wayland?

    I wonder if RBDOOM runs on wayland.

  8. #8
    Join Date
    Jan 2013
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    55

    Default

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

  9. #9
    Join Date
    Aug 2013
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    80

    Default

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

  10. #10
    Join Date
    Mar 2012
    Posts
    29

    Default SDL 2

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

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