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3D Sky Depth Fixes, Path-Traced Skyboxes Introduction #73
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This PR needs to be sync'd with the latest branch and enact some of anchorlight's contribution guidelines, so I'm moving this to draft for now |
REMIX-3062 for tracking |
- Rebased current branch - Reapplied skybox changes - Removed excess properties
Okay, the branch is sync'd to the current DXVK as of this comment, and the changes have been squashed and simplified to a single commit. I still need to double check some of the guidelines, and there will likely be a follow up commit later today that adds more stability to the delta auto-scale formula, but I think this can start getting code reviewed. |
- Moved debug data to Sky Settings - Improved consistency of Delta - Made skyscale actually default to the set scale before any formulas are applied on camera cuts - Added myself to the credits!
- Rebased current branch - Reapplied skybox changes - Removed excess properties Fix a crash on window focus change, by updating the frameId from the dxvk-cs thread instead of main. See merge request lightspeedrtx/dxvk-remix-nv!835 Review Improvements - Moved debug data to Sky Settings - Improved consistency of Delta - Made skyscale actually default to the set scale before any formulas are applied on camera cuts - Added myself to the credits!
Squashed the commits.. I think I may have gotten one of the merged commits in the crossfire. |
That's a good idea! But yes, reconstructing the original world transform might be tricky, as we don't have main camera's transforms yet. We were trying to experiment further, and found that some of the draw call data can be re-ordered until we actually have main camera transform, and then:
So yeah, with re-ordering, we have a solution to have precise and exact matrices (no heuristics, no previous frame data). @KingDavidW Do you wanna proceed further with this pull request, or we can work together, or you can also delegate this pull request? -- In any case, you will be credited. |
Honestly I'd love to go in together because I'm very much interested in learning the whole platform but the time it'd take me to find out what is where may slow down the actual work with it. For example, I have a vague idea where I can shift the order of the rendering, but it'd be some trial and error. That really has been the biggest issue for me. There are a bunch of other features I'd like to add so a guided look would go very far. Let me know how you want to go through with that 😄 |
Enable path-tracing of the skybox instances. Since we can not path-trace more than one camera, moving the instances to the main camera was the route taken. #73
I'm reviving this discussion because the automated scale detection did NOT make it into the merge. Were there any issues with it? The new scaling technique works very well but now maps in Dark Messiah have issues between them and it's unreasonable to tell a person playing the game to just edit the scale value |
Woops, ignore that push, I was resyncing and it appears it was on a different branch |
@sultim-t-nv Did you get any traction on this? It's still the only version of sky rendering that seemed to fix/address everything source games needed. Right now the sky doesn't light correctly, culls constantly, and also lags behind camera rotation and position movements creating large gaps between skybox meshes and connected level meshes. Would love to see this branch get merged if possible! |
I am finally creating this PR so I can have people take a look and see if I'm screwing up the general implementation.
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