Why SMF maps look so horrible - Page 2

Why SMF maps look so horrible

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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smoth
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Joined: 13 Jan 2005, 00:46

Re: Why SMF maps look so horrible

Post by smoth »

Kloot wrote:That's a lot of near-Moire.
I don't understand, it looks many times better than the old way.
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Beherith
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Re: Why SMF maps look so horrible

Post by Beherith »

Ok, so heres my current version. It is close to the optimal solution for the mipmap level without texture strech compensation(yet)

Image

Notice the great sharpness and the lack of moire patterns.

Please compare to other two screenshots and express your opinions.
Beherith wrote: Max detail:
Image

current spring version:
Image
Current state:
Stretch compensation will come with a spring startup time penalty (currently about 1.5 sec on my pc and dsd), since im convolving the heightmap with a sobel kernel to get stretch factors. I also plan on adding control based on current spring param texturelodbias.
So its a bit wip, but very close to done. Ingame fps penalty is negligible.

edit: done with stretch compensation as well, but i gotta run, will post screenies and patch laters.
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smoth
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Re: Why SMF maps look so horrible

Post by smoth »

I still like screenshot 190 more.

It looks much crisper.
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Argh
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Re: Why SMF maps look so horrible

Post by Argh »

Looks great, Beherith! Good balance there :-)
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very_bad_soldier
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Re: Why SMF maps look so horrible

Post by very_bad_soldier »

smoth wrote:I still like screenshot 190 more.

It looks much crisper.
+1
195 looks a bit washed out.
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Beherith
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Re: Why SMF maps look so horrible

Post by Beherith »

When the camera is moving you can see the moire patterns on the previous max detail screenie. Its because all mips are forced to max, which is extremely wasteful and not so pretty.

My last screen looks flawless in motion, because it uses the optimal sized mips for the job. I cant help it if the mips themselves are blurred and cause your altered perception of quality.

Proof that dsds mips are blurred can be seen by the fact that it has scanlines, since these can only appear when using filtered mips. I plan on rereleasing dsd with updated options and higher quality to show you.

Patch coming tomorrow :)
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smoth
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Re: Why SMF maps look so horrible

Post by smoth »

cool. thanks for the explanation.
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Forboding Angel
Evolution RTS Developer
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Re: Why SMF maps look so horrible

Post by Forboding Angel »

Beherith wrote:When the camera is moving you can see the moire patterns on the previous max detail screenie. Its because all mips are forced to max, which is extremely wasteful and not so pretty.

My last screen looks flawless in motion, because it uses the optimal sized mips for the job. I cant help it if the mips themselves are blurred and cause your altered perception of quality.

Proof that dsds mips are blurred can be seen by the fact that it has scanlines, since these can only appear when using filtered mips. I plan on rereleasing dsd with updated options and higher quality to show you.

Patch coming tomorrow :)
If you're going to do that, would you be so kind as to retexture it?
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smoth
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Re: Why SMF maps look so horrible

Post by smoth »

Forboding Angel wrote:If you're going to do that, would you be so kind as to retexture it?
that is coming after I move.
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: Why SMF maps look so horrible

Post by Beherith »

Ok, its done and tweaked. Takes about a second on load to generate the sobel maps, but otherwise it works like a charm, compensates for extreme heights as well as just normal cliff streching. Provides optimally sized mipmaps.
My new mapconvs sinc filter greatly enhances the quality as well.

If a dev with commit access would test this out and maybe even commit it, I would be very happy :)
BFGroundTextures.cpp
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BFGroundTextures.h
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Beherith
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Re: Why SMF maps look so horrible

Post by Beherith »

Image

Image

Image
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Forboding Angel
Evolution RTS Developer
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Re: Why SMF maps look so horrible

Post by Forboding Angel »

behe, can you tell me, what needs to happen with mapconv to use your uber duper awesomestuff?

And could you link me? or is it not that simple?
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Argh
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Re: Why SMF maps look so horrible

Post by Argh »

Tested the latest commit. It's an improvement, and runs fine :-)
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Beherith
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Re: Why SMF maps look so horrible

Post by Beherith »

Forb, here is my mapconv: http://springrts.com/phpbb/viewtopic.ph ... 15#p399915

Thanks tobi for committing this patch!
Tobi
Spring Developer
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Joined: 01 Jun 2005, 11:36

Re: Why SMF maps look so horrible

Post by Tobi »

Auswaschbar beat me to it actually, although I had to remove that debugging line we spoke about cause he didn't see that ;-)
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Caydr
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Re: Why SMF maps look so horrible

Post by Caydr »

Does this require maps to be re-released? Also, most of your images are missing and I'm curious what these guys are all hot and bothered for. Before/after shots would be really nice.
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Beherith
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Re: Why SMF maps look so horrible

Post by Beherith »

Maps wont have to be rereleased, also, by nature it should reduce scanlines as well. Since scanlines are more visible on the smaller mip levels.
For some reason my host randomly eats some images, for the life of me I cant figure out why.
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