[News] Ogre 14 released

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paroj
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[News] Ogre 14 released

Post by paroj »

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Crystal Hammer
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Re: [News] Ogre 14 released

Post by Crystal Hammer »

Pretty awesome features. Auto instancing is great.
POM looks very cool, does it self shadow? I remember it many years ago when it became popular. Can this be ported to Ogre-Next too?
Sadly I can't go back from nearly finished Ogre-Next port of StuntRally and I also got stuck to shiny materials not RTSS.
Wow so many contributors, pity that Ogre-Next has so few.

paroj
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Re: [News] Ogre 14 released

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Crystal Hammer wrote: Sun Jul 09, 2023 11:57 pm

POM looks very cool, does it self shadow? I remember it many years ago when it became popular. Can this be ported to Ogre-Next too?

no self-shadows yet, but they seem to be straightforward to add: https://stackoverflow.com/a/55091654
However, this would increase the fragment shader cost of POM even more.

It can be brought to Ogre-Next in the sense that both use shaders - however the RTSS and the HLMS are not really compatible beyond that..

Crystal Hammer wrote: Sun Jul 09, 2023 11:57 pm

Sadly I can't go back from nearly finished Ogre-Next port of StuntRally and I also got stuck to shiny materials not RTSS.

you can also enable RTSS on individual objects or just the terrain.

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Re: [News] Ogre 14 released

Post by scratchyrice »

RE POM I might add self-shadowing but im not sure as it doesn't really seem worth the performance hit.

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Pellaeon
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Re: [News] Ogre 14 released

Post by Pellaeon »

The link in the download section points to 13.6.5 and not to 14.0.0, by purpose?

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Re: [News] Ogre 14 released

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Okay right. Is it possible on nowadays GPUs to have in shaders e.g. POM close (or even POM shadowed closer) and no POM further in distance? I mean so that each step has better performance (but still same shader). Or would this require separate draw calls with 3 shaders?

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Re: [News] Ogre 14 released

Post by scratchyrice »

Crystal Hammer wrote: Tue Jul 11, 2023 2:34 pm

Okay right. Is it possible on nowadays GPUs to have in shaders e.g. POM close (or even POM shadowed closer) and no POM further in distance? I mean so that each step has better performance (but still same shader). Or would this require separate draw calls with 3 shaders?

This has already been implemented with terrain - you set the max_distance parameter.

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paroj
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Re: [News] Ogre 14 released

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Crystal Hammer wrote: Tue Jul 11, 2023 2:34 pm

Okay right. Is it possible on nowadays GPUs to have in shaders e.g. POM close (or even POM shadowed closer) and no POM further in distance? I mean so that each step has better performance (but still same shader). Or would this require separate draw calls with 3 shaders?

while scratchyrice already implemented a cutoff distance based strategy, this got me thinking to actually expose the material LOD index:
https://github.com/OGRECave/ogre/pull/2889

Ogre already has a sophisticated LOD system in place where you can use not only the distance, but also the pixel count or the screen display ratio.
With this you can configure your LODs in the material script and then just handle the resulting LOD index in the shader.