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 Piddy
 
 

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PostPosted: Tue Dec 30, 17:56 Reply to topicReply with quote
This afternoon I made a quick track, not very artistic, but more as a test of the new RBR export and shader functions that are part of the v0.6 release due somewhere around March. Below is a video of the result; 7 kms long, full of trees, grass, rocks, animals and houses. Frame rates are still silky smooth on my Q6600 machine at 1920 x 1200.

https://www.youtube.com/watch?v=Hkb7EjXxbTw


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 AolBites
 
 

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PostPosted: Tue Dec 30, 19:04 Reply to topicReply with quote
from the sound of the skidmarks you are using a pretty large mesh on the road, what is that tracks framerate like with a 1m panel length, instead of 3m-5m?

 

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 Piddy
 
 

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PostPosted: Wed Dec 31, 05:42 Reply to topicReply with quote
The on/off skid sounds are due to the track having 2cm randomness added to each track vert making it a relatively bumpy tarmac track.

The mesh in the video is 2.5 m and the frame rate # 1920x1200 sits on 30. At 1m mesh the frame rate drops to 28.

The 1m mesh creates more on/off skid sounds since the randomness was unchanged, but the height differences are closer together.


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 Piddy
 
 

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PostPosted: Wed Dec 31, 07:12 Reply to topicReply with quote
I made a couple of changes this morning and uploaded so you can test.

Make a backup of your Plugins\rbr_rx.dll file, then extract into your RBR folder.

Use one of these links to download ...
https://www.megaupload.com/?d=1D83M1PH
https://files.filefront.com/RBR+Test+Track7z/;12821943;/fileinfo.html

There is no collisions yet, I am still wrking on that, and it crashes when you exit, so don't exit - just keep playing. Wink


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 AolBites
 
 

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PostPosted: Wed Dec 31, 22:51 Reply to topicReply with quote
Ahh... I'd forgotten about the surface randomness option, that would do it as well =)


I'll give it a shot at a lower res as you've got a more beefy comp than I do..

that's good news too that adding more detail to the road mesh isn't slowing it down much
Very Happy Very Happy

 

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 beisurf
 
 

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 Joined: 28 Mar 2007
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PostPosted: Thu Jan 01, 15:31 Reply to topicReply with quote
Quote:
I made a couple of changes this morning and uploaded so you can test.

Make a backup of your Plugins\rbr_rx.dll file, then extract into your RBR folder.


Did as you said to see how it performed on my old ATI Radeon X850Pro. Yeah I know that my hardware platform is kind of not the hottest anymore Wink

As you most objects doesn't look good at all. I remember having a similar problem before, but that's a long time ago and I can't quite remember hos we solved it. I think it was related to testing moveable objects.


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 Piddy
 
 

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PostPosted: Thu Jan 01, 23:27 Reply to topicReply with quote
I think that'll be due to a lack of shader 3.0 support on your graphics card.


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 beisurf
 
 

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PostPosted: Fri Jan 02, 01:06 Reply to topicReply with quote
Had a quick look in the shader files that did come with your track, but I can't find any information that points to shader version 3. Only 2_0 and 1_1.

Code:
      VertexShader = compile vs_2_0 VShader();
      PixelShader  = compile ps_2_0 PShader();   


I tried to dig up some of this again, but the search on this forum is not working so the only thing I found was this:

A screenshot that I posed in this thread: Questions for Black F about his plugin rbr_rx.dll
These tests was done to get shadows from movable objects.

Btw: does that mean that when BTB will be in version 1 some day all with an ancient graphics card is out of business even though it plays original RBR nicely?

 

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 beisurf
 
 

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PostPosted: Fri Jan 02, 01:30 Reply to topicReply with quote
black f. wrote:
those artifacts you got, those rays from center of the screen are most probably because the mesh vertex format is not matching the shader vertex format,
in this case:


that was what black f. said when he looked at my screenshot a long time ago

 

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 Piddy
 
 

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PostPosted: Fri Jan 02, 02:11 Reply to topicReply with quote
The HLSL code compiles to sm2.0, but the hardware to run it requires sm3.0 .. see "Geometry instancing support" https://en.wikipedia.org/wiki/High_Level_Shader_Language .

I could keep the option to export using the older method but I'm afraid you will be stuck with poor frame rates.


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 beisurf
 
 

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PostPosted: Fri Jan 02, 10:53 Reply to topicReply with quote
Piddy wrote:
I could keep the option to export using the older method but I'm afraid you will be stuck with poor frame rates.


I guess that would be a good thing for testing for us lagging behind as long as you don't need a lot of time to maintain that part of the code. Driving with bad frame rate is still no fun.

I better start looking around for a better graphics card soon.

 

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