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RBDOOM-3-BFG Now Has Fast Soft Shadow Mapping

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  • trebor
    replied
    That is not entirely true anymore. Mac OS X support was patched in last week and you can run the game with OSS drivers if you start it with +set r_useOpenGL32 0.
    However better Mesa support is in the works. There are only a few changes left. See https://github.com/RobertBeckebans/R...BFG/issues/107

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  • smitty3268
    replied
    Originally posted by trebor View Post
    Mac OS X is not supported.
    Neither are the OSS drivers. Right now it requires the compatibility contexts, which means it's limited to the NVidia and AMD proprietary drivers on Windows and Linux only.

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  • trebor
    replied
    Mac OS X is not supported.

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  • gbudny
    replied
    Originally posted by trebor View Post
    I made another RBDOOM-3-BFG 1.0.2 release that doubles the shadow mapping performance.

    You can get it from https://github.com/RobertBeckebans/R....2-ATI-hotfix1
    Can I compile it on Mac OS X?

    Leave a comment:


  • trebor
    replied
    I made another RBDOOM-3-BFG 1.0.2 release that doubles the shadow mapping performance.

    You can get it from https://github.com/RobertBeckebans/R....2-ATI-hotfix1

    Leave a comment:


  • motorsep
    replied
    I think your HL2 shading butchered depth of normal maps - it looks too flat. Is there any way to have old shading and new shading switchable via cvar ?

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  • trebor
    replied
    RBDOOM-3-BFG with Wulfen/Monoxead textures

    http://imgur.com/a/byaex

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  • trebor
    replied
    I've added support for loading custom content yesterday.

    This is how RBDOOM-3-BFG looks with Wulfen/Monoxead textures

    http://imgur.com/a/byaex

    Leave a comment:


  • Ulukai
    replied
    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!

    Leave a comment:


  • motorsep
    replied
    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 :/

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