| Blockland Forums > Suggestions & Requests |
| Optimize Blockland Shaders FFS |
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| BDX777:
Just a straightforward poll I've found the Blockland shader effects to be horribly optimized and cumbersome, mostly due to shadows being casted upon emitters, and an endless shadow draw distance. If the shaders are optimized, there could be more better looking effects, shadows could be sharper, lights casting dynamic shadows, real time reflections, the possibilities are endless! Maybe there could be actual Volumetric lighting instead of having to rely on emitters to do the job. |
| Demian:
I'm sure Badspot and kompressor have spent ages optimizing the shaders. --- Quote from: BDX777 on June 30, 2013, 05:53:45 PM ---I've found the Blockland shader effects to be horribly optimized and cumbersome, mostly due to shadows being casted upon emitters --- End quote --- Particles don't contribute much to the performance loss. Not every build even has particles. --- Quote from: BDX777 on June 30, 2013, 05:53:45 PM ---and an endless shadow draw distance. --- End quote --- So you'd rather have a small circle around you where shadows are visible and rest doesn't? I'd rather take pixely shadows than that. --- Quote from: BDX777 on June 30, 2013, 05:53:45 PM ---If the shaders are optimized, there could be more better looking effects, shadows could be sharper --- End quote --- Higher shadow texture resolution. Worse performance. --- Quote from: BDX777 on June 30, 2013, 05:53:45 PM ---lights casting dynamic shadows --- End quote --- http://forum.blockland.us/index.php?topic=184263.msg4923357#msg4923357 Orders of magnitude worse performance. --- Quote from: BDX777 on June 30, 2013, 05:53:45 PM ---real time reflections --- End quote --- You sir are insane. You'd need to render the scene again on top of the shadows + I feel like reflections take more juice to render than shadows. --- Quote from: BDX777 on June 30, 2013, 05:53:45 PM ---the possibilities are endless! --- End quote --- Not even close. --- Quote from: BDX777 on June 30, 2013, 05:53:45 PM ---Maybe there could be actual Volumetric lighting instead of having to rely on emitters to do the job. --- End quote --- I believe Unreal Engine 4 is the only engine capable of producing real-time volumetric lighting at the moment. It isn't in even released yet and the engine has been in development for longer than this game has existed. It probably isn't even possible to have real-time volumetric lighting on any Torque engine not mention on an ancient one. Simply "optimizing" or completely removing shaders isn't going to result in an enormous performance boost that would make any of this possible. |
| AromaniaFTW:
optimization is a broad term now isn't it |
| BDX777:
--- Quote from: Demian on June 30, 2013, 06:05:11 PM ---You sir are insane. You'd need to render the scene again on top of the shadows No you don't, the reflection could simply reflect just the world around the brick and have a static reflection. So you'd rather have a small circle around you where shadows are visible and rest doesn't? I'd rather take pixely shadows than that. Maybe the shadows could be culled so they look good up close but bad far away? "lights casting dynamic shadows" Orders of magnitude worse performance. Only if the light entity is moving. You see shadows don't really put much stress on my machine, it's just when it renders shadows on massive builds, and when the shadows are moving, I like to play with the day/night cycle off, so the shadows casted upon the world don't move, so there's not much stress on my rig, because it's not trying to calculate millions of shadow instances moving. So having shadows casted upon animated moving particles like FogA will definitely make your computer chug. It probably isn't even possible to have real-time volumetric lighting on any Torque engine not mention on an ancient one. Who says they have to be dynamic? Maybe after you finish your build you could go into the environment menu and click "Render sunrays", which will create static faked light rays like this --- End quote --- |
| Treynolds416:
Christ you're a dumbass Demian told you that almost every suggestion you made would cause the scene to be rendered many more times than its current amount (rendering the scene more than once causes shaders to be laggy), and you ignored that and tried to justify your terrible and unfounded ideas |
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