Video: Advanced water rendering (and all the other recent rendering tweaks)

begla

Project Founder and Lead Developer
Contributor
Architecture
Logistics
#1
This video shows all my recent rendering additions, changes and tweaks in action (with a minor :oops: focus on the new water rendering technique that is available in the "Insane" graphics quality mode).
  • Water rendering with total reflection, refraction, fresnel and vertex displacement using multiple octaves of sine/cosine (approximation) waves
  • SSAO
  • Volumetric light scattering
  • Outline shader (using a Sobel edge detector)
  • (Camera) Motion blur
  • Depth of field (currently only blurred in the distance)
  • HDR rendering with dynamic eye adaption
  • HDR based blooming
  • (Shiny new sky renderings for days and nights)
 

Skaldarnar

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Contributor
Art
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#2
Looks great! And the sky is much better now ;)

But the water does not look as great as in the video for me, I've got this noise/flickering you can see on the screenshot. And not warnings/errors regarding any shaders...
 

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begla

Project Founder and Lead Developer
Contributor
Architecture
Logistics
#3
Looks great! And the sky is much better now ;)

But the water does not look as great as in the video for me, I've got this noise/flickering you can see on the screenshot. And not warnings/errors regarding any shaders...
Hum. Strange... Mind posting some infos on your specs? Or point me where you might have posted them before? :)
 

Skaldarnar

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#4
Specs below, was playing on "Insane" without any problems/lags...

Phenom II X2 550 BE @ 3,1 GHz
Radeon 6870
4 GB Ram
Win 7
 

begla

Project Founder and Lead Developer
Contributor
Architecture
Logistics
#5
Looks more or less like some floating point errors once again. Will dig into it if I find the time and let you know. :)
 
#6
Yo begla!

I'm getting the same...

INTEL I5 3210M
Radeon 7730 - 2GB - OPENGL 4.2
6 GB
Win 7

The lag is low than last build, what you do?
 

begla

Project Founder and Lead Developer
Contributor
Architecture
Logistics
#7
This issue should be less obvious in the most recent dev. build. Feedback is very much appreciated! :)
 

Skaldarnar

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#8
Much better, begla, the flickering is gone :) Great work ;)

And the launcher does its job quite well :D

Edit: We still need a solution for water not on inital ocean/sea level. Using the heightmap terrain generator, the water is not lit properly. And user placed water on different leves suffer the same problem.
 

Cervator

Project Lead and Community Wizard
Contributor
Design
Logistics
SpecOps
#11
The different format used by Announcements/Events breaks some stuff. Yet I could swear I found a way in the past to view it as a normal thread. Unsure how to fix, need a webmaster :D