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Skybox Glitch (video and screenshots) (Read 1317 times)
shoober420
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Skybox Glitch (video and screenshots)
07/06/12 at 22:31:39
 
I was looking at kentie's D3D renderer the other day, and saw this option. It really makes the sky look pretty. Take a look (these are from his site).

OFF (D3D):
...

ON (Glide):
...

Does 227 already draw translucent surfaces like Glide? This really makes me want to buy a 3dfx card lol.
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« Last Edit: 07/14/12 at 09:48:07 by shoober420 »  
 
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Hyper
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Re: Simulate multi-pass texturing
Reply #1 - 07/07/12 at 00:56:25
 
It is not the rendering, this map (and some other maps as well) actually have two skyboxes. One for high detail and one for low detail.

This is controlled with the HighDetailActors= option.

Unfortunately, it seems that for Dark Arena, a mistake is made, it shows the low detail (white) skybox when HighDetailActors is set to TRUE and vice versa.

A fix would be nice, but it is probably not possible without breaking online compatibility.
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shoober420
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Re: Simulate multi-pass texturing
Reply #2 - 07/07/12 at 03:12:57
 
Okay, I went to Dark Arena and took some pictures.

HighDetailActors=True:
...

HighDetailActors=False:
...

I think there is more then just this command involved. The clouds are definitely different if you use multi-pass texturing, they become more translucent. The clouds aren't nearly as translucent normally. This multi-pass texturing apparently effects the way certain reflections and windows are rendered to. If I can find a good example, I will post the pictures. Would it be hard to implement this style into 227?
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« Last Edit: 07/07/12 at 04:26:32 by shoober420 »  
 
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Re: Simulate multi-pass texturing
Reply #3 - 07/07/12 at 07:48:45
 
Hyper wrote on 07/07/12 at 00:56:25:
It is not the rendering, this map (and some other maps as well) actually have two skyboxes. One for high detail and one for low detail.

This is controlled with the HighDetailActors= option.

Unfortunately, it seems that for Dark Arena, a mistake is made, it shows the low detail (white) skybox when HighDetailActors is set to TRUE and vice versa.

A fix would be nice, but it is probably not possible without breaking online compatibility.


Huh. I need to note that for UEE, then.
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shoober420
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Re: Simulate multi-pass texturing
Reply #4 - 07/07/12 at 10:09:58
 
Well, I just got done messing around with Deus Ex, and I have some decent pictures that showcase how multi-pass texturing renders reflective textures.

D3D (multi-pass texturing ENABLED):
...

D3D (multi-pass texturing DISABLED):
...

OpenGL:
...

These are taken in a freezer. So I assume the ice on the floor is reflective. This setting clearly renders reflective textures and clouds differently. With multi-pass texturing disabled, the reflective textures seem almost as reflective as a mirror. While with multi-pass texturing enabled, I would say its more appropriate and not as overly reflective as the mirror look of OpenGL. Also, this setting for sure makes clouds more translucent. Since the Glide render uses multi-pass texturing, that its how clouds and reflective textures are supposed to look, since the Unreal engine is optimized for Glide. I would love to see this setting implemented in 227 someday.

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« Last Edit: 07/07/12 at 12:09:47 by shoober420 »  
 
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Re: Simulate multi-pass texturing
Reply #5 - 07/07/12 at 11:11:49
 
The mirror effect is clear. I'm really not sure for the sky however. The pictures do no seem to show any difference, and the fact that one of the skies (the high detailv ersion) actually has a translucent sheet between the skyzoneinfo and the upper clouds, might deceive you.
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shoober420
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Re: Simulate multi-pass texturing
Reply #6 - 07/07/12 at 11:59:47
 
The clouds are definitely more transparent with multi-pass texturing enabled (from the picture in my first post) compared to the 227 screenshots. The clouds are white in the other photos (or what ever color the skybox is like blue for example from the HighDetailActors=False photo), but you still can't see through them like you can with multi-pass). You can clearly see the sunbeams way easier with multi-pass texturing enabled compared to 227 shots. I'm going to post better comparisons soon when I find a really good example.
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« Last Edit: 07/07/12 at 12:07:17 by shoober420 »  
 
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Re: Simulate multi-pass texturing
Reply #7 - 07/07/12 at 12:54:45
 
Though it seems that multipass reflective surfaces don't get fogged correctly.
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Re: Simulate multi-pass texturing
Reply #8 - 07/07/12 at 18:13:54
 
GreatEmerald wrote on 07/07/12 at 12:54:45:
Though it seems that multipass reflective surfaces don't get fogged correctly.

*cough* DistanceFog *cough*
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Re: Simulate multi-pass texturing
Reply #9 - 07/07/12 at 19:47:39
 
Yea, I know that it would work correctly, I was just pointing that out. After all, stock Unreal maps don't use distance fog.
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Re: Simulate multi-pass texturing
Reply #10 - 07/07/12 at 20:27:02
 
unfortunately there is no feasible fix for these old fog problems but at least can be avoided for new maps then Smiley
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Re: Skybox glitch
Reply #11 - 07/08/12 at 02:51:51
 
Nevermind about the multi-pass texturing, its bad. It draws the first layer of the skybox completely solid so you can't see the grey back drop. It lowers the quality of the sky for sure. That skybox glitch is caused by something completely different. Multi-pass texturing when its enabled, also seemed to brake the fog reflection on the floor in the deus ex freezer pictures. So all in all, its a bad setting lol. Sorry about that. I guess the Glide style of rendering isnt always the best. But that skybox glitch is strange. I think if multi-pass texturing is enabled, it forces the sky to be rendered as HighDetailActors=False, and accidentally fixes the skybox glitch lol.

Heres some pictures.

Multi-pass Texturing TRUE:
...

Multi-pass Texturing FALSE:
...

Besides Dark Arena, what other maps are effected by this HighDetailActors=TRUE or FALSE glitch?
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« Last Edit: 07/08/12 at 03:18:02 by shoober420 »  
 
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Re: Skybox glitch
Reply #12 - 07/11/12 at 00:23:27
 
Theres a bug with the reflective textures if you don't use SimulateMultiPassTexturing=TRUE (the Glide way). But at the same time, the Glide method has lower quality reflective effect and doesn't draw reflective fog correctly. So its really a trade off. I made a video showing the bug and how it looks using the Glide rendering style. Please watch it on YouTube with HD.



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Re: Skybox glitch
Reply #13 - 07/11/12 at 07:53:07
 
I haven't seen this anywhere in Unreal, so it's probably something specific to that level...
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