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    Thread: Enable Parallax Quality for improved texture rendering
Post: RE: HOW TO HAVE A BETTER TEXTURE RENDERING IN AMNE...

(10-01-2010, 03:46 AM)311alien Wrote: I hear ya bro...I could have sworn that I saw your name on a post in regards to some of the directions. I gotta give credit to sgi and dues_ex. You're right. ...
sgi General Discussion 71 132,141 10-03-2010, 09:50 PM
    Thread: Enable Parallax Quality for improved texture rendering
Post: RE: HOW TO HAVE A BETTER TEXTURE RENDERING IN AMNE...

(09-27-2010, 10:48 PM)CHANCEPHOENIX Wrote: Well , I"ve tried , but apart from a few framedrops i didn"T noticed much .... maybe it"S just me , but the only thing that DOES look better is POM : htt...
sgi General Discussion 71 132,141 09-28-2010, 06:44 AM
    Thread: Enable Parallax Quality for improved texture rendering
Post: RE: HOW TO HAVE A BETTER TEXTURE RENDERING IN AMNE...

All-right, everyone! Here, I present you the most advanced shader ever created for Amnesia: The Dark Descent by Frictional Games! Feel the power of the real shadow distorting and parallax occlusion ma...
sgi General Discussion 71 132,141 09-27-2010, 09:00 PM
    Thread: Enable Parallax Quality for improved texture rendering
Post: RE: HOW TO HAVE A BETTER TEXTURE RENDERING IN AMNE...

(09-26-2010, 01:05 PM)Kein Wrote: http://img809.imageshack.us/img809/2717/lense.jpg Very interesting effect produces dat forced POM. Happens on both, modified and unmodified shaders. It can be fixed...
sgi General Discussion 71 132,141 09-26-2010, 02:59 PM
    Thread: Enable Parallax Quality for improved texture rendering
Post: RE: HOW TO HAVE A BETTER TEXTURE RENDERING IN AMNE...

CHANCEPHOENIX, Ok, maybe NOT ;) But maybe I am wrong :) I'll take a look at that later. BTW there are too little places with shadows :(
sgi General Discussion 71 132,141 09-26-2010, 12:22 PM
    Thread: Enable Parallax Quality for improved texture rendering
Post: RE: HOW TO HAVE A BETTER TEXTURE RENDERING IN AMNE...

I've tried, but results aren't convincing. I think this calculations just don't worth it. Shadow is distorted, but not quite right. But for all who want to see it for himself here are the steps: 1. Ch...
sgi General Discussion 71 132,141 09-25-2010, 05:27 PM
    Thread: Enable Parallax Quality for improved texture rendering
Post: RE: HOW TO HAVE A BETTER TEXTURE RENDERING IN AMNE...

(09-24-2010, 08:26 PM)Thomas Wrote: For more fun and power demanding stuff you can change the render type: GBufferType="0" to GBufferType="1" Should make shadows follow according to the offset in t...
sgi General Discussion 71 132,141 09-25-2010, 10:00 AM
    Thread: Parallax Occlusion Mapping...
Post: RE: Parallax Occlusion Mapping...

Since there is no error string from compiler it is difficult to find the problem. The only advice is to check misspelling. RayLinearIntersectionSM2(aHeightMap, vHeightMapPos, vEyeVec); should be calle...
sgi Technical Support - Amnesia: The Dark Descent 38 69,981 09-24-2010, 07:55 AM
    Thread: Parallax Occlusion Mapping...
Post: RE: Parallax Occlusion Mapping...

All who have dark surfaces, try to change line 82 (in RayLinearIntersectionSM2 function) from avEyeVec /= lSearchSteps; //Split up the eye vector into the number of steps to avEyeVec /= float(lSear...
sgi Technical Support - Amnesia: The Dark Descent 38 69,981 09-23-2010, 07:59 AM
    Thread: Parallax Occlusion Mapping...
Post: RE: Parallax Occlusion Mapping...

ok, I check now... they are dark if shader compile failed (there is an error in shader). ... No - everything seems to be fine to me. What video-card/drivers do you have?
sgi Technical Support - Amnesia: The Dark Descent 38 69,981 09-22-2010, 09:47 PM
    Thread: TRUE PARALLAX THEORY !!!!!!!
Post: RE: TRUE PARALLAX THEORY !!!!!!!

For resolving this problem look in my post in another thread: http://www.frictionalgames.com/forum/thr...l#pid38843
sgi General Discussion 16 17,166 09-22-2010, 06:53 PM
    Thread: Parallax Occlusion Mapping...
Post: RE: Parallax Occlusion Mapping...

Yes! That solved the problem. Just use RayLinearIntersectionSM2(aHeightMap, vHeightMapPos, vEyeVec); instead of RayLinearIntersectionSM3(aHeightMap, fSteps, vHeightMapPos, vEyeVec); in core\shaders\...
sgi Technical Support - Amnesia: The Dark Descent 38 69,981 09-22-2010, 06:51 PM
    Thread: Parallax Occlusion Mapping...
Post: RE: Parallax Occlusion Mapping...

I've tested on other hardware/driver pairs and they all failed the same: GeForce GTX460, 258.96 - FAILED GeForce GTX460, 260.63beta - FAILED I'll try to modify shader to find the source of troubles. M...
sgi Technical Support - Amnesia: The Dark Descent 38 69,981 09-22-2010, 01:59 PM
    Thread: Parallax Occlusion Mapping...
Post: RE: Parallax Occlusion Mapping...

Enabling POM on GeForce 260GTX, drivers 258.96, Windows 7 64bit cause huge lags and video driver crash after 5-7 seconds.
sgi Technical Support - Amnesia: The Dark Descent 38 69,981 09-20-2010, 10:04 AM
    Thread: 2010-09 Friday 3rd, Demo of survival horror “Amnesia: The Dark Descent” released!
Post: RE: 2010-09 Friday 3rd, Demo of survival horror “A...

I just didn't like hard particle edges in demo... it's just annoying. I get used to see smooth edges...
sgi News - Announcements 71 142,907 09-05-2010, 07:05 PM
    Thread: 2010-09 Friday 3rd, Demo of survival horror “Amnesia: The Dark Descent” released!
Post: RE: 2010-09 Friday 3rd, Demo of survival horror “A...

Awesome demo! Can't wait till it comes out. You guys are great!
sgi News - Announcements 71 142,907 09-04-2010, 09:28 AM
    Thread: requiem on CD?
Post: RE: requiem on CD?

Umbra Wrote:http://news.snowball.ru/?year=2008&month...0809021639 It's site of translaters, at the end of page Wow, thanks! Now I know when to go and buy it. Maybe Penumbra: Overture will come to ...
sgi General Discussion 12 11,480 09-13-2008, 09:42 PM
    Thread: requiem on CD?
Post: RE: requiem on CD?

There is nothing about Penumbra in 1C current projects: http://games.1c.ru/?type=inwork Maybe they haven't announced it yet.
sgi General Discussion 12 11,480 09-13-2008, 09:18 AM
    Thread: Thanks for an awesome game
Post: RE: Thanks for an awesome game

I want to thank developers too!!! Penumbra series is the best atmospheric game for me since Half-Life 1. There are so stupid clones in game industry now, I'm VERY HAPPY that I actually played really N...
sgi General Discussion 10 12,034 09-11-2008, 01:34 PM