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ATI TruForm

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Reply 20 of 55, by Dege

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Thx, I fixed it. I'll release a patch for that tomorrow. I didn't know this demo had truform mode, but honestly, Rachel's mesh is so detailed by default that I cannot see any difference between the original and the tesselated one.

The force-n-patch option: ok, I'll see. But the games supporting it will work with dgVoodoo, I hope. My fear is that if this appears as an option then many will just force it to the maximum, knowing nothing about it, along with the resolution and MSAA saying that they have a cutting-edge GPU, and then wondering why the performance is so bad. I still say that tesselation is something that must be controlled wisely by the game engine. In D3D9 it can even be adaptive, meaning that the current tesselation level is computed on per-triangle basis from the vertex distances.

Reply 21 of 55, by Deffnator

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I tried to use TitaniumGL on NWN and Q3A with no success at all, Q3A with raven's patch kept asking for 3dfxvgl.dll drivers and NWN had pitch black menus with only visible mouse.

havent tried QindieGL, if anyone wants to give a try.

Reply 24 of 55, by WSH303

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KainXVIII wrote on 2021-09-03, 08:50:

How to enable truform in Rachel tech-demo? I can't find any settings like in Dolphin demo..

Open Sushi.ini, and change mode to npatchv or npatchh, *v will do vertical comparison anf *h horizontal.

Reply 25 of 55, by KainXVIII

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WSH303 wrote on 2021-09-03, 09:56:
KainXVIII wrote on 2021-09-03, 08:50:

How to enable truform in Rachel tech-demo? I can't find any settings like in Dolphin demo..

Open Sushi.ini, and change mode to npatchv or npatchh, *v will do vertical comparison anf *h horizontal.

Thanks, i also didn't noticed any difference..

Reply 27 of 55, by antrad

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Sandi1987 wrote on 2021-09-05, 03:25:

How to enable ATI TruForm in dgVoodoo v2.75.1?

You need WIP version 80 or newer:

Re: dgVodooo 2.7.x and related WIP versions (2)

https://antonior-software.blogspot.com

Reply 29 of 55, by nX3NTY

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Hello guys, I registered just to say thanks for making wrapper for Truform. I been waiting for a long time for someone made this a reality. I tested a couple of games Serious Sam TSE and C&C renegade, both works well with the wrapper! Performance is great with GTX 1070 at 1080p

Reply 30 of 55, by KainXVIII

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nX3NTY wrote on 2021-09-12, 07:25:

Hello guys, I registered just to say thanks for making wrapper for Truform. I been waiting for a long time for someone made this a reality. I tested a couple of games Serious Sam TSE and C&C renegade, both works well with the wrapper! Performance is great with GTX 1070 at 1080p

I really can't see the difference in C&C Renegade with Curved Surfaces setting on/off (or its just not working).

Reply 31 of 55, by Dege

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nX3NTY wrote on 2021-09-12, 07:25:

Hello guys, I registered just to say thanks for making wrapper for Truform. I been waiting for a long time for someone made this a reality. I tested a couple of games Serious Sam TSE and C&C renegade, both works well with the wrapper! Performance is great with GTX 1070 at 1080p

Thanks for the report! (C&C is untested by me)
Btw, I'm not satisfied with the FF shader performance, that could be more optimal, so I'm going to work on that in the background. I hope it'll worth it.

Also, I was thinking on the 'Forcing' option for Truform, and got to a concept:

  • It could only be forced for D3D8/9 (older D3D's don't support it, and games using HW T&L or D3D's sw vertex processor engine equivalent are rare)
  • It could only be forced for the old fixed funtion T&L pipeline and vs.1.x shaders - TruForm was ditched after quite a short period by ATI, as far as I know, so I don't think there were Truform games written for vs2/3 vertex shaders that are typically used for (comes with) high-detailed-by-design meshes anyway. Forcing Truform for them would only cause heavy performance drop without any visible benefit. Btw, dgVoodoo Truform can be used with them too through the API, so if one wants to code for it from scratch, then nothing prevent him/her to do it. 😁
  • Forcing would only take effect if at least the position component can be interpolated in cubic way. Without that, the result is still a flat polygon that could look better than the original but the point (rounded surfaces) is lost.
Last edited by Dege on 2021-09-15, 22:33. Edited 1 time in total.

Reply 32 of 55, by RaVeN-05

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Dege wrote on 2021-09-01, 17:30:

- UT2004: No matter if I set "UseNPatches = True and TesselationLevel = (something > 1)" in the ini files, the game doesn't set the tesselation level to other than 1. So, it doesn't work, no idea for the time being why.

Tested it works flawlessly, there is two times in two ini files appears npatch and tesslevel , setting everywhere makes it work.

Also , about forcing truform :
near 90 angle of stucking triangles cancell's truform , so surfeces at 90 angle always stay as is.
the normals can point sometimes in "wrong direction" making models looks like it "crashed on heavy truck" or "punched in face by boxer, and starts looking like Pekingese" . Paint of what i mean attached.
So if somehow is possible to predict true direction of normals-> to always make right curves, not crahed ones.
In image Top is right round, bottom is punched inside the wrong one.
Or do truform always by angle greater that 90 when less is means it should change normal in oposite side.

Attachments

  • Filename
    truf.png
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https://hexenworld.org/forum/index.php (Heretic's & HeXen's forum)
https://www.youtube.com/user/whitemagicraven
https://go.twitch.tv/whitemagicraventv

Reply 33 of 55, by KainXVIII

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Here is comparison for Renegade truform btw (maybe i need to look somewhere else?)

Снимок экрана (1259).jpg
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Снимок экрана (1259).jpg
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338.42 KiB
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302 views
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Public domain
Снимок экрана (1258).jpg
Filename
Снимок экрана (1258).jpg
File size
341.88 KiB
Views
302 views
File license
Public domain

Reply 34 of 55, by RaVeN-05

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And do not truform when angle between triangles is 0
i think it can prevent incorrect truforming of in hands flag.

ut2004-flag.jpg
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ut2004-flag.jpg
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so cancelling 0 and 90 and 180 and 270 and 360 degrees possible to prevend incorrect looking items , like this flag

https://hexenworld.org/forum/index.php (Heretic's & HeXen's forum)
https://www.youtube.com/user/whitemagicraven
https://go.twitch.tv/whitemagicraventv

Reply 35 of 55, by Deffnator

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RaVeN-05 wrote on 2021-09-13, 17:29:
And do not truform when angle between triangles is 0 i think it can prevent incorrect truforming of in hands flag. ut2004-flag.j […]
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And do not truform when angle between triangles is 0
i think it can prevent incorrect truforming of in hands flag.
ut2004-flag.jpg

so cancelling 0 and 90 and 180 and 270 and 360 degrees possible to prevend incorrect looking items , like this flag

quake 1, 2 and hexen 2 has this issue, same goes to quake 3 if using mods, also some skins doesnt even work like stock crash or tank jr
https://imgur.com/a/TcV1qcC

Reply 36 of 55, by RaVeN-05

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Sorry it is offtopic here. All OpenGL games, not Direct3D, these post maybe should go there ATI TruForm - all games, software that use that technology or in another vogons topics.
Here is only Direct3D games trough using dgVoodoo2 , sorry.

https://hexenworld.org/forum/index.php (Heretic's & HeXen's forum)
https://www.youtube.com/user/whitemagicraven
https://go.twitch.tv/whitemagicraventv

Reply 37 of 55, by RaVeN-05

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Dege wrote on 2021-09-12, 17:09:

Dege, there is another software realization of truform , maybe it extends ideas on how it works and how it can be optimized

Re: ATI TruForm - all games, software that use that technology

https://hexenworld.org/forum/index.php (Heretic's & HeXen's forum)
https://www.youtube.com/user/whitemagicraven
https://go.twitch.tv/whitemagicraventv

Reply 38 of 55, by RaVeN-05

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P.S. In this app also adaptive teselation depending on distance pressent =0

https://hexenworld.org/forum/index.php (Heretic's & HeXen's forum)
https://www.youtube.com/user/whitemagicraven
https://go.twitch.tv/whitemagicraventv

Reply 39 of 55, by Dege

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Thx! I know what to optimize though but it'll take time and will only affect performance (I hope).
Also, I don't want to "improve" the original technology, so that, problems comnig with the original ATI hw (caused by shared vertex normals) will be present with dgVoodoo as well.