VOGONS


Reply 280 of 1261, by sharangad

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Those vquake 1 shots are pretty amazing. Wonder what's causing the blurring.

Final build before I begin my testing:
https://1drv.ms/u/s!As-dKk-N73dSlmIfZk1e2zquKYDk?e=FdXAcS
MD5: 6e75dda5f5dde0d5577383b7bc90480f

Defaults to MSAA.

Adds two new antialiasing modes. Set UsingMSAA=2 (for the remnants of what I was trying to implementing Rendition/Quake AA). Setting it to 3 causes an MSAA version of it running.

I was also working on full-scene MSAA for underwater sequences. Worked for VH2 but quake 2 had issues with it. Somehow being blended repeatedly on to the screen. It's been disabled.

RLauncher can now set r_drawflat for vh2, it used to ignore the setting.

Hopefully this afternoon, I can begin my testing.

Developer of RReady - Rendition Verité Wrapper.
https://www.youtube.com/@sharangadayananda

Reply 281 of 1261, by RaVeN-05

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vh2 640x400 underwater hires 28.569989 vs lowres 41.241641 by timerefresh
vq2 640x480 underwater hires 4.464000 seconds (28.673835 fps) vs lowres 4.113000 seconds (31.120836 fps) by timerefresh
vq1 640x480 underwater hires 24.2 vs lowres 31.2 by timedemo demo2
vq1 640x480 underwater hires 19.090454 vs lowres 20.169626 by timerefresh
i think on v1000 it maybe slower as all those initially designed for v1k

cl_blend 0 - turn off tint underwater and other flashes like receiving damage, CL_BLEND (CLientunderscoreBLEND) try write and use tab (keybd key) to complete it , zero turn off it, one turn back on, works on realhw and on RReady too .

"vquake 1" its actually vquake2 )

blurring appears only on vh2 and vq2 (not appears on vq1) appears only when underwater resolution same as game resolution and AA used .

in attachments vquake1 shots with 800x600 underwater ))

and yes , vquake can't capture underwater tint(nomurk) into screenshot. I spot a little unimportant difference on realhw to RReady, underwater tint remains partially on screen if you change windowed mode in vh2 while underwater from low resolution to higher.

Thanks

EDIT:
Your AA attempts is better than msaa at the moment, the coords is little bit offset like - for same edge AA seems applies correctly from edge line that will go on screen from top left to bottom right, if direction vice versa its drops AA, and Z obscure check unimplemented.

the CVARS to underwater resolutions can't exist in theory , i judging by asm code here, it simply moves values that is hardcoded into stack or register etc...
will study more , maybe will find something

Attachments

  • quake02.png
    Filename
    quake02.png
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    189.49 KiB
    Views
    1462 views
    File license
    Public domain
  • quake01.png
    Filename
    quake01.png
    File size
    313.22 KiB
    Views
    1462 views
    File license
    Public domain
  • quake00.png
    Filename
    quake00.png
    File size
    230.42 KiB
    Views
    1462 views
    File license
    Public domain

https://www.youtube.com/user/whitemagicraven
https://go.twitch.tv/whitemagicraventv

Reply 282 of 1261, by sharangad

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Pixel coordinate are centred differently for line, qspan, aa and square particle shaders. If I make them exactly the same some things like the lines in ncubed/nfinals' small cube section don't appear.

Aa shader attempts to equalise things by making its line thicker.

Developer of RReady - Rendition Verité Wrapper.
https://www.youtube.com/@sharangadayananda

Reply 283 of 1261, by sharangad

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Also I with think vquake 2, the underwater tint [EDIT]can't-CAN[/END EDIT] be captured. All power up effects are rendered using alpha blended full screen rectangles.

Vh2 uses VL_SetPalette.

So Vh2 original hardware can't be captured(I think).

[edit] having said that your videos do capture the underwater tint. I have no idea how that works.

Developer of RReady - Rendition Verité Wrapper.
https://www.youtube.com/@sharangadayananda

Reply 284 of 1261, by RaVeN-05

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The videos captured by aver media game broadcaster HD, device that capture output from video card, this captures exactly what user see on monitor, including any post process like reshade, Shaders, ramdac noise.

Epiphan dvi2pcie seems best quality capture card.

In game console I use command
Screenshot
The game itself captures it on game folder as bmp file without that tint.
Will tell exactly how vh2 and vq2 behave here. After tests.

https://www.youtube.com/user/whitemagicraven
https://go.twitch.tv/whitemagicraventv

Reply 285 of 1261, by sharangad

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RaVeN-05 wrote on 2023-11-05, 06:21:
The videos captured by aver media game broadcaster HD, device that capture output from video card, this captures exactly what us […]
Show full quote

The videos captured by aver media game broadcaster HD, device that capture output from video card, this captures exactly what user see on monitor, including any post process like reshade, Shaders, ramdac noise.

Epiphan dvi2pcie seems best quality capture card.

In game console I use command
Screenshot
The game itself captures it on game folder as bmp file without that tint.
Will tell exactly how vh2 and vq2 behave here. After tests.

Thought as much. Win98 machines generally weren't beefy enought to run games and capture video.

Developer of RReady - Rendition Verité Wrapper.
https://www.youtube.com/@sharangadayananda

Reply 286 of 1261, by sharangad

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About UseMSAA=2, do you mean two of the four points on the AA line are correct and the other two wrong?

My priority at the moment is fixing the AA. UseMSAA=2 uses Rendition blending parameters.

Just submittted the current build to the WIndows store. It should be available by Tuesday I guess.

Developer of RReady - Rendition Verité Wrapper.
https://www.youtube.com/@sharangadayananda

Reply 287 of 1261, by sharangad

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I think I need a Bresenham interp for a line in the AA shader. I see what you mean about some slopes not being AAed.

Developer of RReady - Rendition Verité Wrapper.
https://www.youtube.com/@sharangadayananda

Reply 288 of 1261, by RaVeN-05

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sorry hard to explain

tested vQuake2, vh2 all those in game screenshots can't capture tint.

found other things in vquake1
00017D5E: 8C 7c (changes 72 to 144 fps, in theory should work whenever will be emulated) i currently locked to 60 makes more smooth than 72
000439EA: 11 22 (those two changes 11025 khz sound to 22050 if any wants to mod it)
000439EB: 2B 56

vh2.exe:
0003F313: 11 22 (those two changes 11025 khz sound to 22050 if any wants to mod it)
0003F314: 2B 56
0006506E: 8C 7C (72 fps to 144 )

d_subdiv16 0 (setting it to 0 zero, default is 1, makes perspective correction better , can't spot differences really, but fps drops about -2 or -3 on wrapper)

Quake2 can change FPS from console cl_maxfps 90 (where 90 is default) use lower or higher here

https://www.youtube.com/user/whitemagicraven
https://go.twitch.tv/whitemagicraventv

Reply 289 of 1261, by sharangad

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Can't spot anything with d_subdiv16 0. I was hoping it would clear up QSpan issue relating to texturing. But it didn't.

I think I was using "set cl_blend 0" instead of "cl_blend 0."

Those are good finds. Maybe I can incorporate a patcher which let's the user select the resolutions and patch the binaries.

Still working on the antialiasing.

Developer of RReady - Rendition Verité Wrapper.
https://www.youtube.com/@sharangadayananda

Reply 290 of 1261, by sharangad

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The store release should've updated. I don't see the changes in the store. Could anyone who's bought a copy let me know either here or through pm whether they got the update? The release notes randomly disappear as well on there along with reviews and for a software company to have such an atrocious website is pretty shocking.

[EDIT] Update is now live. Nm.

Last edited by sharangad on 2023-11-07, 02:28. Edited 1 time in total.

Developer of RReady - Rendition Verité Wrapper.
https://www.youtube.com/@sharangadayananda

Reply 291 of 1261, by sharangad

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The down and right heading aa lines antialias correctly. One heading the other way sample the wrong points which is why there's no aa in that direction.

Developer of RReady - Rendition Verité Wrapper.
https://www.youtube.com/@sharangadayananda

Reply 292 of 1261, by sharangad

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Improved vQuake2/vHexen II AA based on (UseMSAA=2). The new mode can be enabled with UseMSAA=3.(Currently defaults to MSAA.)

https://1drv.ms/u/s!As-dKk-N73dSlmOA1qOAOVlivYW2?e=kFtuGA
MD5: 37e950c1eb30698ecc4f4977430b2be7

Raven-05, in Quake 2, the first level, when you look up at the ceiling while underwater, is the spinning fan antialiased?
[EDIT2] Yes it should be. Figured out what's causing the issue. Fixing it is another matter.

[EDIT] Screenshot currently doesn't work in vquake and vhexen. I know why it doesn't work and it will be rectified shortly.

Developer of RReady - Rendition Verité Wrapper.
https://www.youtube.com/@sharangadayananda

Reply 293 of 1261, by sharangad

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Sorry for the delay, had other stuff to do.

Quake 2 Screenshots works. Hexen II not so much. Die by the Sword save games should save screenshot as well.

[EDIT] Updated link: https://1drv.ms/u/s!As-dKk-N73dSlmWinjZnm2XElZkd?e=p4OcNh (corrects depth buffering and default AA mode)
MD5: ea08112fc9a968f12a416aa29a239048

[Original Link]
https://1drv.ms/u/s!As-dKk-N73dSlmSVhz_0wxtgH-0B?e=xlAvKG
MD5: 4a58d1633d239ce2f6fbb91fff7d2ef5

vh2 doesn't appear to be calling V_ReadBuffer or V_LockBuffer. It might be trying to copy the screen to the clipboard, which won't work with RReady because of OpenGL.

UseMSAA=3 isn't 100% stable. You may experience sudden crashes to the desktop.

I need to know what the priorities are for users (if any):
1) DOS support
2) V_FIFO_QZAAEDGE (Quake/Hexen) AA
3) Rendering issues with vhexen II (Golems)

They will all have to be fixed. vquake 1 I think has one more undocumented API call V_FIFO_QLIGHT, another Quake engine specific call which vq2 and vh2 doesn't appear to use.

I would really like to get back to DOS support at some point, but existing issues are bogging me down. AA needs a lot more work.

Last edited by sharangad on 2023-11-08, 00:04. Edited 1 time in total.

Developer of RReady - Rendition Verité Wrapper.
https://www.youtube.com/@sharangadayananda

Reply 294 of 1261, by RaVeN-05

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Hello, i am here , just busy with helping some peoples IRL , will get back shortly , soon...

i guess its better to do DOS support.
and leave bug fixes to future, plus we will find more bugs to report.
i choose 1)

https://www.youtube.com/user/whitemagicraven
https://go.twitch.tv/whitemagicraventv

Reply 299 of 1261, by leileilol

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i'd assume dos support would mean a special pass-through dosbox build or so to communicate with the wrapper as those old 3dfx voodoo dosbox patches did when not using the mame software renderer

Tackling edge AA sounds more like something a full LLE software implementation would do

apsosig.png
long live PCem