#Tenebris - Rabbit hole rendering adventures (powered by Daxa)
1311 messages · Page 2 of 2 (latest)
Steal from frogfood
i think its fw/engine agnostique
Just to linger a bit on the tesselation shader part - do you know of any resource that actually gives the perf comparison between tesselation shaders and compute solution?
is it actually bad when you do it on cpu?

Probably
I guess not but tesselation shaders make everything so easy
You'd have to process and re-upload verts every frame
only when you move
I saw that 2017 cod still used them
each time you move camera
dragonskin as road
ye
hold on
I have a link
but like each time you rotate as well
I just have to search inside my archives
(aka, the 275239350198 bookmarks I have)
i suppose i was sinking about clod
where just standing but looking wouldnt change anything
inoger me
Ok nevermind
I was thinking about this https://www.sebastiansylvan.com/post/the-problem-with-tessellation-in-directx-11/
I'll take a look
this just illustrates the problems of tess (and how to fix them)
I don't think it ever uses kompoot though
What I was thinking about (and I think it might be similar to what you were considering) is you tesselate the base plane of the terrain and "bake" this tessellation since if you only do position based tessellation you can just scroll the heightmap on top of the bake tessellated mesh
but then you can't really tesselate stuff that is closer to the camera, because for that you need to actually deform the plane with a heightmap to see if a hill is close or whatnot and tesselate based on that
and also you can't do cool thingies like angle based tesselation
https://youtu.be/0TzgFwDmbGg?si=KJo_MvBeZ7XO_J5W I also saw this from Unity but I was not really sold on the perf and memory it requires
In this talk, we share results of our novel technique using concurrent binary trees for large-scale terrain rendering, as well as the results of the deep dive into latest efforts to integrate the original technique into the Unity game engine. Part of the SIGGRAPH 2021 Advances in Real-Time Rendering in Games course (http://advances.realtimerende...
the upside is that they apparently provide .glsl shaders for both their tesselation and data structures
so it should be pretty easy to plug into my thingy
the minimap thing reminds me of your vsm lookat debug visualization thingy
yeah exactly 😄
inb4 TLUFVVSM

hmm i already forgort what that acronym is supposed to be 😄 terrainlodismsusedforVSM
I also asked some ppl who work on the new space engineers engine (VRAGE3 I think) and they also said they do hw tesselation for lower clipmap levels
it all is hell
the fact that I have no mesh shader support is also a pain in the ass
I really need a new pc
but my financial situation is saying no

le french speaker pronounces "concurrent" in a funny way
le frech ppl always have funny way of saying certain words I find
finally, CBT
tis a very good talk I guess I should give it a shot
but iirc they only reach good enuf perf by using meshlets and mesh shaders?
I should give it another watch
after watching https://gdcvault.com/play/1027469/Advanced-Graphics-Summit-Lifting-the I can safely conclude I have no idea what this guy is talking about hehe
fog: unlifted
I have some work to do before I become tesselation mage
this is very based take though
My brain is expanding
I understand like 80% now
It's actually easier than I thought (in b4 i start to implement this
)
I think I'll just drop my notes here, mby it is helpful interesting for someone
Regarding terrain this might help
Nvidia terrain clipmaps: https://developer.nvidia.com/gpugems/gpugems2/part-i-geometric-complexity/chapter-2-terrain-rendering-using-gpu-based-geometry
Far cry terrain: https://ubm-twvideo01.s3.amazonaws.com/o1/vault/gdc2018/presentations/TerrainRenderingFarCry5.pdf
Terrain rendering with mesh shaders with abstract code
I am sort of happy with terrain that I have but needs serious smoothing but I have other stuff to do like shadows and ligthing
Interesting, thanks for all three of those. The first one from GPU gems is just a cursed clipmap scheme, not really sure about that one. The one from far cry is interesting and kinda what I want to do too, but it doesn't really do any sort of tessellation of the near tiles (cringe). The last one seems to use similar approach to Unity (CBT) which I'm also unsure of... It seems interesting but the perf is kinda shit and it all is hidden behind this weirdo black magic structure.
That being said at least the clip streaming I do plan to implement, but for the tessellation I think I'll try to do what Demon Souls did as the perf is awesome it is very simple (no cursed CBT) and is very elegant in design
"New Daxa version does not require that many changes in your repo"
😈
42 changed files with 1337 additions and 6969 deletions
could it be... the ultimate commit
probably not 😄
I'm so confused about everything
I'm using Hillaires technique to render the atmosphere
which basically precalculates a bunch of values and then raymarches from the viewer towards the atmosphere boundary and stores this into a lat/lon texture
however the values he stores in this texture are in the range 0.04 - 0.1 sun directly overhead
and the earth albedo is 0.3 approx
so then when I render the atmosphere I multiply the ranges in the texture by sun brightness
and I also take the albedo of the terrain and multiply it with the sun brightness
which gives me atmosphere that is 2-10 times lower brightness than the terrain
which makes NO sense
so I look at what he does in the code which is given as a reference to the paper
This is what he sets his terrain albedo
to match the atmosphere
So he just puts in albedo that is 8 times lower than the average earth albedo
and it "just works"
this is killing me
maybe some constants were folded along the way
the argument for physical correctness is that you can have confidence that it will behave consistently for any given scene
did you take a look at reference pictures by any chance, if there are any
I do try to follow that however I find that physical corectness at least gives me a consistent basis
and then I can just tweak it as I like
wym?
i was just throwing a stone through your window to get your forehead unfrowned
clear night sky imagery of the planet earth
at various locations, snowy, foresty, tundray, em deserty
this is day but yeah
the sky is much brighter than the terrain
or do I misunderstand?
can you show a picture?
you can assume, that I am the one misunderstanding, most likely
When I cherrypick the photos I guess the sky does look kinda same-ish
O guess I can judge more after I add volumetrics
now replicate the entire camera's lens and image processing stack to see if your sky model is accurate
all you dont do is fog being part of atmosferic scattering it seems
which would put the haze on the pic
yeye
btw star citizen's latest trailer was ❤️
they showed off some cool shit like that atmos scatteringisms
let me get you started 😄
I loved the volumetrics
saky.start();
i quite enjoyed watching those 20mins
CitizenCon 2953 - Star Citizen's Star Engine Demo - Animals & Pyro
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I can't wait to do clouds again
i was also sinking of doing planet rendererer :3
sakys planet renderer footage incoming
it is the atmosphere
the same I use to render groud views
works also for space views
though there is no mesh underneath
i need to keep that in mind and ask to steal from you one day 🙂
saky is complaining to me all day it looks bad
meanwhile hes showing the prettiest skies ive ever seen
"OOh but this one thing here"
👹
this years star citizen presentation was very impressive tech wise
i saw it earlier today and i was like "thats my bloody game you bastards, echt jetzt junge"
what i also like is their planets are not huuuuuuuuuge
they look reasonably "small" when you look at the scale of that babbage town (stupid name) compared to he planet itself
One of the most insane things is how they manage to keep everything consistent given the scale differences
their volumetrics in general are awesome
but iirc they outsourced them
I have some ideas as to how they did the volumetric sunshafts but I'll have to actually try to implement it and suffer
yeah it looks neat
but each citizencon is just free motivation honestly
and they keep their pledgers at bay for the next 10 years with these clips 😄
yeah I mean honestly who cares when they release
the tech is just insane
they still keep innovating
i just want to fly around in space
like through that asteroid ring belt ring thingy
mine shit, refine it, or sell it
make stuff out of minerals
build ships out of that shit, and their components
Yeah I loved grinding Elite Dangerous
and this is just it but on HUGE steroids
I really need a new pc
echt jetzt
: )
real
i watched the starcitizen thing again, and noticed the music is quite cool too
The 15 or so minute opening they had had an awesome soundtrack
yeah
that fire shit was cool too
but funny how the peeps inside ran off with the same animation hehe at each fire spot
https://youtu.be/n8ng-5AnpUM?t=1086 xD me stepping into a VSM meeting on the
discord
The fire thing was surprisingly simple and produces awesome looks
I want to get hired by RSI
🥹
hehe i just want actual multi crew shipisms
with my favorite frogs
and that multicrew stuff has actual things to run
shields, powergrid, energy distribution, weapons, perhaps overseeing ballistic missile loadingisms, power core cooling and fuel intermixisms, navigation and all that shit
Oh yeah I forgor about that
Must be so cool to have 5 ppl running around flying she shit shooting guns and all
different flight responsibilility depending on where you fly, FTL/loworbit/in atmosphere or whathaveyou
there are a bunch of games like that, but they are too space engineery and quite wonky somehoe
I need a new PC man, I want to yell at Patrick to fly the ship better from my gunner seat
Lmaooo yes yes
you understand german?
I understand very little (used translate for that one)
But I like to learn German sentences and shout them at Germans on occasion
Keeps them on their toes
haha
aaaaaaaaaaaaaaaaaaaaaagh
im half way into vkguide
i want my space game nonsense
and i want planet scale planets : )
and multiplayer multicrew ships hehe
That is the dream
I've been thinking about planet gen for a while
I'm curious if it's possible to run erosion proc terrain generation on a planetary scale
Hmmm I seem to have missed those
Time to procrastinate scout the community projects again
NotAPenguin for instance
and Implodee
man, fucking discord, why can i NOT link to threads which i am not part of ffs
You can still copy a message url no?
no i have to physically join the thread
ah i can copy the message from there, ye, when i go there
i was lazy and tried with channel prefix thing #
#1044288551669473331 message
dare and phobos were active 14th last time
Hmm works for me
ah, then its because the threads closed
not because im not in the thread, my b
#1019740157798273024
hmm but i can link to my shit, which closed itself
weird
anyway
NotAPenguin has "DARE..." the terrain thing and "Phobos..." the vk engine powering it iirc
implodee and earslya are inactive in their projects itseems, also terrain related
hehe
@turbid seal stop playing start citizen and start the merge with me
if only the day had 48hrs and we would not need to go work to pay the bills 😄
echt jetzt junge @turbid seal
For real, context switching is killing me
I have no real work (just some weirdisms on the side) but a ton of uni stuff
And every day I have to do smth different
man
this is too real
seriously why does a day have to be 24 hours
can't we slow down earth's rotation by a bit please?
day should have 48, and if work was still required, it should also only still be 8hrs max
yes
I need to vent somewhere
maybe I'm fucking dumb but all the device features extensions capabilities instance extensions is such a mangled piece of garbage to me
I can't
understand
what I'm supposed to do
what is an extension what is core what the fuck is going on'
lmao
lol true
honestly what I do is I just search up the extension
and check whether it has been ratified into a core vulkan version
for example: VK_EXT_descriptor_indexing
yeah the thing I'm working on requires only vulkan 1.2
so when I want to enable dynamic rendering with 1.2 it's still extension (I guess??) so I need to do that
but in 1.3 it's core so I need to do smth different
ye
exactly
it's a dumb model but if Khronos asked me to come up with something better I would just shrug 
yeah I guess, it is a complicated problem
what is the differnce between a feature and an extension? Feature is core but does not have to be supported and extension is just a feature that is not yet core?
yeah I'll try to research a bit and once I get sufficiently angry I'll ask there haha
Have all extensions be implicitly enabled and just give the programmer a giant list of strings to search through 
sir Saky, I know you're taking a break from VSM, but let me ask you this, your clipmaps don't necessarily have the same origin right?
no worries, yeah they all have separate origins
epic
you also do snapping based on page size right?
so if a player moves, you calculate how many pages you travelled for each clip right?
yep exactly
that one is very easy to do
here is the code to do that
the ndc_page_scaled_aligned_player_position is the page offset
the glm_player_position is the player world space position (I have to do some math before because I store the player position as int offset and float 0-1 position)
The set_position(0.0f, 0.0f, 0.0f) scares me but the rest looks good 
right - that is because I actually move the camera in the scene instead of doing what Jaker does
so I need to reset the position which was set previous frame, put the camera back to origin figure out the new position and set that
If I did not set the camera position to 0.0f, 0.0f, 0.0f I would instead have relative offset to the current position - that could also work
makes sense
so instead of having page offset of player from origin I would have player offset from the current position yeah
uh right
that is just an artifact lmao
I forgot that in
I don't actually use that
epic
This was originally meant to be used to offset the depth values because I also slide the camera up and down with the player position
so when you draw a page at height say 100 but then the player moves the camera the height changes to say 200 and you do the shadow test against this tile you need to offset the depth
when you sample the page you need to add "100 * world_depth_factor" so that the depth is consistent
but what I do instead is move the viewspace position when reprojecting the shadow test now by the sun_height_offset (esentially does the same thing but I can do integer math which is more precise)
(I wouldn't worry about this if you don't want the moving camera and want to stick to Jakers method)
yeah I'm just taking in all the info I can right now lol
Hopefully I can craft something nice too


