Jump to content

Hi There

Welcome to Klub Exile. If you happened to make your way to the site either from Lovers Lab or a Search on Google, we are glad you found us.  To unlock the entire site you will need to have a account registered.  Don't worry it is free but in the mean time you can read up on why we made the site and other little tidbits.  Feel free to join or Discord Server also if you have any more questions.  Thanks for stopping by and See You on the other side.

admin admin

Update from 02.05.2018


pervokpetr

Recommended Posts

Continue with separate shadows.
I tested some rooms and found the reason that SeparateShadows produce fps loose. Almost all new rooms addons was created with objects that hook could not define as static. Default villa rooms has static objects that use two set's of UV coords, first one for normal shading and the second one for prebaked lightmap, so it was strong condition:
1. all villa objects that use second UV coord for light mapping are static
2. all hook objects are static.
But with these new rooms first condition did not works, and all villa objects was defined as dynamic, with this hook did almost the same work plus additionally it did merging step, and this lead to fps loose. To resolve this problem I added new property to pass file: "force_as_static = true", I tested it and it works, for room ValentineBedroom I got 12% fps boost. And this is good because this room has not many lowpoly objects and lights, but SeparateShadows still increased fps. This algorithm can be more effective for rooms with more objects and lights.


Here pass files for Valentine Bedroom to you can test it by yourself:
R_Valentine_ReTeX_pass_files.zip

And here alternate level_definition I made for this room, just for the case(less lights, changed settigns):
R_Valentine_ReTeX_alternate lev_def.zip

this should be used with this room:
R9ZRoom375, Valentine Bedroom

Also with this algorithm moving hook objects to another position will produce shadow detaching, because for static objects now hook produce static shadows, so modders should turn off iUseSeparateShadows while creating room, or turning iUseSeparateShadows off and then on will update precomputed shadows for statics.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

WARNING! Adult Only Content You must be 18 years of age or older to enter. By accepting you agree to Klub Exile's Terms of Use and Guidelines upon creating an account.