Author Topic: What about 3D engine ?  (Read 208878 times)

kevlarman

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Re: What about 3D engine ?
« Reply #120 on: March 30, 2009, 10:49:01 pm »
KKrieger is a tech demo, it's not even remotely practicle for using in a game.  It's extremely slow rendering, even with levels and models that have minimal detail. 

I think Qfusion pretty much has everthing you are looking for, and would still be scalable for lower end systems.  From what I understand IOQ3 is never going to be adding any hi end rendering fx, so you're gonna be stuck in 1999 visually with that engine.
first of all ioq3 is strongly considering upgrading their graphics, and second of all qfusion doesn't look that different between my radeon 9250 and radeonhd 4670 (only differences are world outlines, bloom (which is ugly), and shadows, all 3 can be done without the fancy hardware)
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Odin

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Re: What about 3D engine ?
« Reply #121 on: March 30, 2009, 11:00:19 pm »
KKrieger is a tech demo, it's not even remotely practicle for using in a game.  It's extremely slow rendering, even with levels and models that have minimal detail. 

I think Qfusion pretty much has everthing you are looking for, and would still be scalable for lower end systems.  From what I understand IOQ3 is never going to be adding any hi end rendering fx, so you're gonna be stuck in 1999 visually with that engine.
first of all ioq3 is strongly considering upgrading their graphics, and second of all qfusion doesn't look that different between my radeon 9250 and radeonhd 4670 (only differences are world outlines, bloom (which is ugly), and shadows, all 3 can be done without the fancy hardware)
I think it's because the GLSL renderer doesn't have much to offer over the older method. Shadows cannot be done without fancy hardware :).

In fact I think they still use Jal's CPU bloom.

Hendrich

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Re: What about 3D engine ?
« Reply #122 on: March 31, 2009, 01:01:43 am »
KKrieger is a tech demo, it's not even remotely practicle for using in a game.  It's extremely slow rendering, even with levels and models that have minimal detail. 

I think Qfusion pretty much has everthing you are looking for, and would still be scalable for lower end systems.  From what I understand IOQ3 is never going to be adding any hi end rendering fx, so you're gonna be stuck in 1999 visually with that engine.
first of all ioq3 is strongly considering upgrading their graphics, and second of all qfusion doesn't look that different between my radeon 9250 and radeonhd 4670 (only differences are world outlines, bloom (which is ugly), and shadows, all 3 can be done without the fancy hardware)
I think it's because the GLSL renderer doesn't have much to offer over the older method. Shadows cannot be done without fancy hardware :).

In fact I think they still use Jal's CPU bloom.

So is it safe to assume that Jal's CPU Bloom is mostly/entirely rendered on the CPU? If so, why?

Odin

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Re: What about 3D engine ?
« Reply #123 on: March 31, 2009, 01:51:24 am »
KKrieger is a tech demo, it's not even remotely practicle for using in a game.  It's extremely slow rendering, even with levels and models that have minimal detail. 

I think Qfusion pretty much has everthing you are looking for, and would still be scalable for lower end systems.  From what I understand IOQ3 is never going to be adding any hi end rendering fx, so you're gonna be stuck in 1999 visually with that engine.
first of all ioq3 is strongly considering upgrading their graphics, and second of all qfusion doesn't look that different between my radeon 9250 and radeonhd 4670 (only differences are world outlines, bloom (which is ugly), and shadows, all 3 can be done without the fancy hardware)
I think it's because the GLSL renderer doesn't have much to offer over the older method. Shadows cannot be done without fancy hardware :).

In fact I think they still use Jal's CPU bloom.

So is it safe to assume that Jal's CPU Bloom is mostly/entirely rendered on the CPU? If so, why?

Because it doesn't use any OpenGL calls really. The only things it uses are OpenGL texture stretching for working with the bloom frame.

Kaleo

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Re: What about 3D engine ?
« Reply #124 on: March 31, 2009, 07:01:30 am »
KKrieger is a tech demo, it's not even remotely practicle for using in a game.  It's extremely slow rendering, even with levels and models that have minimal detail. 

I think Qfusion pretty much has everthing you are looking for, and would still be scalable for lower end systems.  From what I understand IOQ3 is never going to be adding any hi end rendering fx, so you're gonna be stuck in 1999 visually with that engine.

ioQ3 was aimed at fixing the stuff id didn't fix in the idTech3 source when they released it. It's actually a great advancement from Vanilla Q3.
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Winnie the Pooh

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Re: What about 3D engine ?
« Reply #125 on: March 31, 2009, 07:31:04 am »
Just wondering about the md5 support..

Star Wars JK:JA used md5's am I correct?
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Kaleo

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Re: What about 3D engine ?
« Reply #126 on: March 31, 2009, 08:11:24 am »
No. It was idTech3 through and through (despite the horrible things done to it).
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jal

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Re: What about 3D engine ?
« Reply #127 on: March 31, 2009, 11:51:57 am »
JK2 (and family) use their own skeletal model format called ghoul.

jal

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Re: What about 3D engine ?
« Reply #128 on: March 31, 2009, 11:56:32 am »
KKrieger is a tech demo, it's not even remotely practicle for using in a game.  It's extremely slow rendering, even with levels and models that have minimal detail. 

I think Qfusion pretty much has everthing you are looking for, and would still be scalable for lower end systems.  From what I understand IOQ3 is never going to be adding any hi end rendering fx, so you're gonna be stuck in 1999 visually with that engine.
first of all ioq3 is strongly considering upgrading their graphics, and second of all qfusion doesn't look that different between my radeon 9250 and radeonhd 4670 (only differences are world outlines, bloom (which is ugly), and shadows, all 3 can be done without the fancy hardware)

What about bumpmapping, specular mapping, parallax and offsetmapping, distortions, etc? :)

We didn't use them much at the last version cause we are still upgrading the media, but they are used at some maps. Of course QFusion will never look like XReal or those other engines. It could be said that XReal is to Doom3 what QFusion is to Source. Of course Source isn't the paradigm of rendering features, but when it comes down to making games it's a very practical choice.

I agree that the bloom is crappy. It was cool by then, but it sux compared to HDR which is the common filter now. I'm trying to convince Vic to implement it, but didn't get him convinced by now. :/

Anyway, if ioq3 implements the same thing (cause I asume they'd go with deluxemapping, not real time) plugging warsow's renderer into Trem isn't worth the work.
« Last Edit: March 31, 2009, 12:40:13 pm by jal »

Odin

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Re: What about 3D engine ?
« Reply #129 on: April 01, 2009, 12:13:20 am »
It may be best to just write a upgraded renderer by hand because XreaL has deviated from ioQuake3 far too much.

There are a couple things that can be still used from XreaL such as MD5 support and VBOs.

Bowzer

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Re: What about 3D engine ?
« Reply #130 on: April 01, 2009, 06:16:32 am »
I think it's because the GLSL renderer doesn't have much to offer over the older method. Shadows cannot be done without fancy hardware :).

Are you kidding?  GLSL has alot to offer over fixed function calls, not to mention speed.

Odin

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Re: What about 3D engine ?
« Reply #131 on: April 01, 2009, 06:57:02 am »
I think it's because the GLSL renderer doesn't have much to offer over the older method. Shadows cannot be done without fancy hardware :).

Are you kidding?  GLSL has alot to offer over fixed function calls, not to mention speed.
Note how I said "the GLSL renderer". I was referring to QFusion, not GLSL in general.

Hendrich

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Re: What about 3D engine ?
« Reply #132 on: April 02, 2009, 12:21:37 am »
KKrieger is a tech demo, it's not even remotely practicle for using in a game.  It's extremely slow rendering, even with levels and models that have minimal detail. 

I think Qfusion pretty much has everthing you are looking for, and would still be scalable for lower end systems.  From what I understand IOQ3 is never going to be adding any hi end rendering fx, so you're gonna be stuck in 1999 visually with that engine.
first of all ioq3 is strongly considering upgrading their graphics, and second of all qfusion doesn't look that different between my radeon 9250 and radeonhd 4670 (only differences are world outlines, bloom (which is ugly), and shadows, all 3 can be done without the fancy hardware)

What about bumpmapping, specular mapping, parallax and offsetmapping, distortions, etc? :)

We didn't use them much at the last version cause we are still upgrading the media, but they are used at some maps. Of course QFusion will never look like XReal or those other engines. It could be said that XReal is to Doom3 what QFusion is to Source. Of course Source isn't the paradigm of rendering features, but when it comes down to making games it's a very practical choice.

I agree that the bloom is crappy. It was cool by then, but it sux compared to HDR which is the common filter now. I'm trying to convince Vic to implement it, but didn't get him convinced by now. :/

Anyway, if ioq3 implements the same thing (cause I asume they'd go with deluxemapping, not real time) plugging warsow's renderer into Trem isn't worth the work.

HDR, something like this?

Thorn

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Re: What about 3D engine ?
« Reply #133 on: April 02, 2009, 01:09:06 pm »
That's probably one of the ugliest HDR implementations I've ever seen.

Coincidentally, XreaL has in my opinion one of the best looking HDR systems there is, and it looks better than what you see in commercial games these days. The only issue is that XreaL's HDR ((CURRENTLY)) requires a dx10 card to work properly, and iirc TR3B was doing something about that.

kevlarman

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Re: What about 3D engine ?
« Reply #134 on: April 02, 2009, 04:56:36 pm »
That's probably one of the ugliest HDR implementations I've ever seen.

Coincidentally, XreaL has in my opinion one of the best looking HDR systems there is, and it looks better than what you see in commercial games these days. The only issue is that XreaL's HDR ((CURRENTLY)) requires a dx10 card to work properly, and iirc TR3B was doing something about that.
that and it requires a map format incompatible with q3bsp.
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Amanieu

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Re: What about 3D engine ?
« Reply #135 on: April 02, 2009, 05:11:08 pm »
Screw q3bsp and go for the new engine.
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Odin

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Re: What about 3D engine ?
« Reply #136 on: April 02, 2009, 08:55:25 pm »
Kevlarman: No, it was compatible with Q3BSP for some time before the HDR lightgrid. It can do HDR with LDR lightmaps, they just don't look as good.

Winnie the Pooh

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Re: What about 3D engine ?
« Reply #137 on: April 06, 2009, 12:37:58 am »
So about the water graphics.. I don't know hardly anything about it except that it probably uses a vertex-deform.

Digital Paintball 2 has water graphics that look very nice.



So what do you think?

I'd like to have this in my tremulous.
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Demolution

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Re: What about 3D engine ?
« Reply #138 on: April 06, 2009, 12:44:00 am »
^ Looks oily.

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Winnie the Pooh

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Re: What about 3D engine ?
« Reply #139 on: April 06, 2009, 12:54:08 am »
whoops I didn't realize that that screenshot has the nice water features turned off. I'll post a better screenshot, just wait.
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Kaleo

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Re: What about 3D engine ?
« Reply #140 on: April 06, 2009, 01:00:40 pm »
Tremulous doesn't need a graphics overhaul. idTech3 looks marvelous for a 1999 game engine. I really don't know what everyone is complaining about.

In all realism, the most likely graphical update would be a port to idTech4 when that goes open source (probably later this year).
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Urcscumug

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Re: What about 3D engine ?
« Reply #141 on: April 06, 2009, 03:41:57 pm »
I tend to agree. When caught up in a Trem game I seldom stop to notice the graphics. Frankly, the only time I give it any thought is when a friend will stop over, see Trem on the screen and go "that's some really dated graphics". At which I shrug. I'm not in it for the pretty colors.
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Kaleo

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Re: What about 3D engine ?
« Reply #142 on: April 06, 2009, 04:44:09 pm »
Personally I think map quality is the most important graphical element. Player models and buildables look fine when placed on a nice backdrop.
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Bowzer

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Re: What about 3D engine ?
« Reply #143 on: April 06, 2009, 07:52:05 pm »
IdTech4 is already dated, and it'll play slower then hell on older hardware because it doesn't have good scaleability.

As for the DP2 water, that is horrendously slow, as is any water that does realtime reflections, because you have to render the scene twice, or more in some cases.  The fragment shaders are nice, and can be used for a nice effect minus the reflection.  You'd be better off doing faked reflections like the UT engines.

Odin

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Re: What about 3D engine ?
« Reply #144 on: April 06, 2009, 08:03:40 pm »
idTech3 can actually do that already with misc_portal_surface.

Ivancool

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Re: What about 3D engine ?
« Reply #145 on: April 07, 2009, 06:03:00 am »
We don't need another 3D engine!!!. All we need is money to create more complex animations, maps, alien classes, human models, weapons and structures. idTech3 is a very powerful engine in the hands of a skilled professional but to support a beast like this you need a lot of money (around 500.000 USD). This is not a joke.

Amanieu

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Re: What about 3D engine ?
« Reply #146 on: April 07, 2009, 06:56:01 am »
Ivan is right about one thing: It is not the engine that makes the game look good, but what you do with it. If we decide to use a new engine, all the media will have to be extended or redone to support the new features of the new engine.
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Winnie the Pooh

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Re: What about 3D engine ?
« Reply #147 on: April 07, 2009, 07:22:21 am »
Ivan is right about one thing: It is not the engine that makes the game look good, but what you do with it. If we decide to use a new engine, all the media will have to be extended or redone to support the new features of the new engine.

So the real question is: would people utilize said new engine? I'm absolutely positive that if people get together to work on such a project, it will happen, somehow.
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gimhael

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Re: What about 3D engine ?
« Reply #148 on: April 07, 2009, 07:42:47 am »
No the real real question is: Do you find enough people with the skills and the spare time required to port tremulous (and at least some maps) to a different engine or else upgrade the engine with modern renderer features ?

Winnie the Pooh

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Re: What about 3D engine ?
« Reply #149 on: April 07, 2009, 07:49:24 am »
Actually, the really real realityquestion is: would it be worth the effort?
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