CooPDB - play in doctor at online pharmacy
CooPDB - Cooperative Games Database - Juegos Cooperativos para PC, Xbox 360, PS3, Wii, PSP y DS Forums-viewtopic-Development Diary (upcoming features of the patch)


   




       
Regístrate  
Menu:
Portada
FORO
Analisis
Articulos
Lanzamientos
Eventos
Noticias
Top 10
Juego del Mes
Mortero del Mes

Mi CooPDB:
Nickname

Contraseña


Players:
     Nuevo:
     Amillennialist
     · Singles: 60
     · Co-ops: 0

coopdb.com :: View topic - Development Diary (upcoming features of the patch)
 Forum FAQForum FAQ   SearchSearch   UsergroupsUsergroups   ProfileProfile   Log inLog in 

Development Diary (upcoming features of the patch)
Goto page Previous  1, 2, 3, 4, 5  Next
 
Post new topic   Reply to topic    coopdb.com Forum Index -> General [BR2 FSAA]
View previous topic :: View next topic  
Author Message
mctronken
Moderador
Moderador


Joined: Mar 11, 2007
Posts: 383

PostPosted: Sun Sep 07, 2008 12:52 pm    Post subject: Reply with quote

This is the OSD that i have added to the game:



It allows you to change ALL the options of the patch, on the fly. You even can change the resolution, while you are gaming.

I have fixed more memory leaks, and i think that i finally solved the problem with the pre-rendered videos (black screen with voices).
Back to top
View user's profile Send private message
mctronken
Moderador
Moderador


Joined: Mar 11, 2007
Posts: 383

PostPosted: Mon Sep 29, 2008 11:16 pm    Post subject: Reply with quote

I'm trying to finish the last textures of the 1st Act of the game.

I have a big problem: I need a lot of time to surf the web, to look for pictures, textures, ... that i need to create the new HD textures.

Several guys have asked me about the release time of the 1st act.

Well, if you are not good with photo edit, maybe you still can help me, by sending me good pictures, textures, ... it will save me a lot of time, and i could do things faster this way.

I need pictures of materials like marble, wood, rocks, sand, asphalt, glass, bricks, ornaments, fabrics, metals, windows, doors, chairs, leafs, bark, ... if you have played the game, you should know the sort of pictures that i need.

The pictures must be for free use (do not use copyrighted pictures).

Once i finish the textures, i'll need more time to finish some details of the new version of the patch.

Help !
Back to top
View user's profile Send private message
mctronken
Moderador
Moderador


Joined: Mar 11, 2007
Posts: 383

PostPosted: Mon Oct 13, 2008 8:23 pm    Post subject: Reply with quote

I'm working in the code of the patch this week.

I want to solve the problems with the videos.

If you had problems with the videos of the game, and you needed to use the 'useOldFSAAmethod=1', please PM me, cause i want to try a new beta version.
Back to top
View user's profile Send private message
mctronken
Moderador
Moderador


Joined: Mar 11, 2007
Posts: 383

PostPosted: Mon Oct 20, 2008 9:54 pm    Post subject: Reply with quote

Still the new AA method does not fix the problems with the videos.

Under Vista x64, i have this problem with the videos, but, under XP32, they work flawlessly.

So, as final solution, i have coded a new cutscene.dll, that will replace the original dll used in the game. With this trick, the videos do work under Vista x64.

In this new version, the 'useOldFSAAmethod' & 'fsaaCompatibility' options are deprecated, due to some major changes in the AA code. Sorry, but i cannot mantain the backwards compatibility. The users who needed these options can use the new cutscene.dll to keep enjoying the videos. The new AA code is faster than ever & it's compatible with all the AA modes (it also uses less video memory).

I plan to release the demo of the HD textures this weekend.

I need to finish the configuration tool, and create the final packages for the demo.

You'll need the last version of the patch (1.5+) to use the HD textures.
Back to top
View user's profile Send private message
mctronken
Moderador
Moderador


Joined: Mar 11, 2007
Posts: 383

PostPosted: Tue Oct 21, 2008 8:15 pm    Post subject: Reply with quote

There will be 2 packages with the HD textures this weekend.

The base package (400MB), and the extended package (900MB).

For each texture, there are 3 versions: low quality (DXT1 compressed), medium quality (DXT5 compressed) & high quality (uncompressed).

The base package contains the textures that you will need to play the ACT1. It's a very well balanced configuration between quality & speed. It uses DXT1 for the color & gloss maps, and uncompressed normal maps. This version works ultra fast in the 8800GTX at 1920x1200 MSAA 4x, max quality effects (the GTX280 should work fine with SSAA 2x).

The extended package contains the other 2 versions of each texture, not used in the base package. Ex: If the base package contains the 'medium' quality version of the texture 'wall01', the extended package will contain the 'low' & 'high' quality versions of 'wall01'.

This means that if you want to enjoy everything, and configure it manually, you'll need BOTH packages. But if you trust in my criteria, you'll only need the base package.

Someday, there will be a gfx card to run the game with the uncompressed textures. Something with 2GB, and 300GB/s should be enough. Meanwhile, a gfx card with 512MB and 60-100GB/s will work.
Back to top
View user's profile Send private message
mctronken
Moderador
Moderador


Joined: Mar 11, 2007
Posts: 383

PostPosted: Fri Nov 28, 2008 5:16 pm    Post subject: Reply with quote

I feel a bit depressed lately, because nobody is interested in joining to the textures project.

Anyway, i keep working in the textures of the ACT2 (SD/HD):



I was planning to release ACT by ACT, but, after the experience with the ACT1 demo, i think that i won't release anything.

Therefore, i have returned to the work in the shaders of the game, and i eventually will work a little in the textures.

I started to work in a new shader for the blood pools. This is an early test, while i was trying to reverse engineering the original shader of the game:



Of course, this is just a test. I discovered that the game uses projective texturing to draw the blood pools, but, not with the standard texture matrix. It was hard & tricky, but, i finally found the coefficients.

After this discovery, i started to play with some perlin effects for the blood pools, trying to make it look more 'gore' (default/+gore):



As you can see, in the pic on the right, with the perlin noise fake bump map, the blood pool looks more 'gore'.

This is another test with other values:



Here, it looks more 'flat', but still with a lot of noise.

The effects have 'motion', so, you will see some sort of waves, moving around. The motion is slow, because the blood is a fluid with higher viscosity than the water.

I was planning to write another sort of shader, using the luminance of the surface below the blood pool. I could use that value, to add more relief to the blood pool.

Time will tell, but, i must write something spectacular for this shader, because 'blood' is in the name of the game ('BloodRayne').

Again, if you like what i do, and if you love the game, please, join to the textures project.
Back to top
View user's profile Send private message
mctronken
Moderador
Moderador


Joined: Mar 11, 2007
Posts: 383

PostPosted: Mon Dec 01, 2008 9:31 pm    Post subject: Reply with quote

I keep working in the shader for the blood pools.

Original / New:


The new shader uses the luminance of the floor, plus a little reflection/refraction/bumpMap effect.
Back to top
View user's profile Send private message
mctronken
Moderador
Moderador


Joined: Mar 11, 2007
Posts: 383

PostPosted: Mon Dec 08, 2008 12:56 am    Post subject: Reply with quote

Another screenshot of the blood pools (Original / New):



Like i said, the new effect uses the luminance of the floor. It's a more realistic effect. Some users may prefer a red color with higher intensity, but, there is no problem, you can adjust the intensity of the red color in the shader, to match your personal 'gore' taste Wink.
Back to top
View user's profile Send private message
Pdaxon
Moderador
Moderador


Joined: Feb 05, 2007
Posts: 1353
Location: Real Madrid

PostPosted: Tue Dec 09, 2008 11:42 am    Post subject: Reply with quote

This blood is very real, impressive mctronken!
_________________
Back to top
View user's profile Send private message Visit poster's website
mctronken
Moderador
Moderador


Joined: Mar 11, 2007
Posts: 383

PostPosted: Tue Jan 13, 2009 2:40 pm    Post subject: Reply with quote

A friend started to work into a true Rayne HD skin.

He just started to work in her face, but, the result is truly impressive:




Very HappyVery HappyVery Happy

Btw, i keep working in the blood shader, among other things.

I'm also learning to optimize for CF/SLI, and i hope to double the speed of the patch in multi GPU systems in the future. The problem is that i do not own a SLI mobo, or several ATI cards to run on my X48. So, it will be hard to test the results.
Back to top
View user's profile Send private message
mctronken
Moderador
Moderador


Joined: Mar 11, 2007
Posts: 383

PostPosted: Fri Feb 13, 2009 8:45 pm    Post subject: Reply with quote

The True HD Skin is almost ready (Normal / HD):




The enhanced blood pools are finally finished (Default / Luminance / Luminance & Relief):



It looks really cool, and it runs faster.

I'm working in the CUDA support. In theory, the patch could render higher resolution perlin noise maps with the help of a 2nd GPU.

The HD textures of the ACT2 are at 50% +- (400 out of 800 textures done).

I'm suspending the works due to some other projects that need my full attention.

Sorry.
Back to top
View user's profile Send private message
mctronken
Moderador
Moderador


Joined: Mar 11, 2007
Posts: 383

PostPosted: Wed Feb 18, 2009 8:39 pm    Post subject: Reply with quote

I forgot to comment about the works in the enhanced aura vision.

You can watch a vid of the effect here (remember to click on 'view in HD'):
http://www.youtube.com/watch?v=-S2yXA0_Zzk

And a pic here:


The last version of the patch is the 1.56, and it isn't finished yet.
Back to top
View user's profile Send private message
mctronken
Moderador
Moderador


Joined: Mar 11, 2007
Posts: 383

PostPosted: Fri Feb 20, 2009 3:36 pm    Post subject: Reply with quote

After a long night of fighting vs CUDA, i managed to finish the first alpha version of my benchmarking tool.

You can get the tool here:
http://www.speedyshare.com/566199380.html

Unrar, exec 'run_tests.bat', and you should see something like this:



The best time of my GTX285 in the 256x256 test was 0.024s, and the best time of my 3.6 GHz Xeon 3350 Quad was 0.65s (using the old tool that comes with my br2 patch). So, my GPU is running around 27x times faster than my CPU in this test. Finally, good results.

There is still a lot of room for optimizations, so, this is going really well.

There are some problems with the FP 'precision'. The ALUs in the GPU do not follow the IEEE FP standards, and there are some errors in the 1024x1024 test.

I would like to see your results.
Back to top
View user's profile Send private message
mctronken
Moderador
Moderador


Joined: Mar 11, 2007
Posts: 383

PostPosted: Sat Feb 21, 2009 8:42 pm    Post subject: Reply with quote

Unluckily, i was doing something bad, and the results of the benchmark are erroneous.

I have fixed them, and now the code is only 2.5x times faster than on the CPU.

Sucks, because this is with my GTX 285, and i was planning to use my old 8800GTX for the CUDA code, but, it won't end running much faster than my quad, and i know that my SSE3 Perlin code runs really good on those new Core i7.

Anyway, i'll add the CUDA support to the patch.

The new 'fixed' version here: http://www.megaupload.com/?d=Y9M8S5FB
Back to top
View user's profile Send private message
mctronken
Moderador
Moderador


Joined: Mar 11, 2007
Posts: 383

PostPosted: Sat Feb 28, 2009 2:33 pm    Post subject: Reply with quote

I have a new version of the CUDA code.

It uses 2 methods: texture fetching / shared memory.

Quote:
BloodRayne 2 FSAA Patch - CUDA Perlin Benchmark Tool 0.15 Alpha
---------------------------------------------------------------

Running Benchmarks ...
----------------------
TF [128, 512] Total Time: 0.192191s
SM [128, 512] Total Time: 0.107221s
TF [256, 256] Total Time: 0.191223s
SM [256, 256] Total Time: 0.103024s
TF [512, 128] Total Time: 0.190813s
SM [512, 128] Total Time: 0.126796s
TF [1024, 64] Total Time: 0.189704s
SM [1024, 64] Total Time: 0.189470s
TF [2048, 32] Total Time: 0.189634s
SM [2048, 32] Total Time: 0.390741s
TF [4096, 16] Total Time: 0.198291s
SM [4096, 16] Total Time: 0.942939s
TF [8192, 8] Total Time: 0.255677s
SM [8192, 8] Total Time: 2.238887s
TF [16384, 4] Total Time: 0.435167s
SM [16384, 4] Total Time: 6.500768s
TF [32768, 2] Total Time: 0.856746s
SM [32768, 2] Total Time: 22.913676s

Best Config (Shared Memory) [256, 256]: 0.103024s

Running Verification Test at (Shared Memory) [256, 256] ...
------------------------------------------------------------
Everything OK Smile

BloodRayne 2 FSAA Patch - CUDA Perlin Benchmark Tool 0.15 Alpha
---------------------------------------------------------------

Running Benchmarks ...
----------------------
TF [512, 512] Total Time: 0.697142s
SM [512, 512] Total Time: 0.370065s
TF [1024, 256] Total Time: 0.692771s
SM [1024, 256] Total Time: 0.374493s
TF [2048, 128] Total Time: 0.690623s
SM [2048, 128] Total Time: 0.464357s
TF [4096, 64] Total Time: 0.688960s
SM [4096, 64] Total Time: 0.712639s
TF [8192, 32] Total Time: 0.690871s
SM [8192, 32] Total Time: 1.504626s
TF [16384, 16] Total Time: 0.702908s
SM [16384, 16] Total Time: 3.673776s
TF [32768, 8] Total Time: 0.974903s
SM [32768, 8] Total Time: 8.863379s

Best Config (Shared Memory) [512, 512]: 0.370065s

Running Verification Test at (Shared Memory) [512, 512] ...
------------------------------------------------------------
Everything OK Smile

BloodRayne 2 FSAA Patch - CUDA Perlin Benchmark Tool 0.15 Alpha
---------------------------------------------------------------

Running Benchmarks ...
----------------------
TF [2048, 512] Total Time: 2.361321s
SM [2048, 512] Total Time: 1.282897s
TF [4096, 256] Total Time: 2.369100s
SM [4096, 256] Total Time: 1.336673s
TF [8192, 128] Total Time: 2.361914s
SM [8192, 128] Total Time: 1.677807s
TF [16384, 64] Total Time: 2.360700s
SM [16384, 64] Total Time: 2.639611s
TF [32768, 32] Total Time: 2.360139s
SM [32768, 32] Total Time: 5.692210s

Best Config (Shared Memory) [2048, 512]: 1.282897s

Running Verification Test at (Shared Memory) [2048, 512] ...
------------------------------------------------------------
Everything OK Smile




It's 6.5x times faster than the CPU. It will be hard to make it faster.

You can leech it here: http://www.speedyshare.com/455357158.html

I have problems to run it on my old 8800GTX. If somebody can try it, i would like to know if it works with other cards.
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    coopdb.com Forum Index -> General [BR2 FSAA] All times are GMT + 1 Hour
Goto page Previous  1, 2, 3, 4, 5  Next
Page 2 of 5

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001-2003 phpBB Group
phpBB port v2.0.7 based on Tom Nitzschner's phpbb2.0.6 upgraded to phpBB 2.0.7 standalone was developed and tested by:
ChatServ, mikem,
and Paul Laudanski (aka Zhen-Xjell).

Version 2.0.7 by Nuke Cops © 2004 http://www.nukecops.com



CooPDB Copyright © 2007-2009, PHP-Nuke Copyright © 2005 by Francisco Burzi.RSS