Bug: PostFX, SSAO, EA and DoF progression
by Jordan Parsons · in Torque 3D Professional · 05/04/2009 (2:10 am) · 6 replies
This is going to be a fun one because it comes with a ton of screenshots! yay...ok, now that the build up is over with. Here's the issue:
Decided to try and do a progressive screenshot of every single option change to show the progression of bugs/fixes/changes/whatever and post up my findings.
What I did:
Loaded up an already created project "The Legend of Kilpatrick" and an already made map at 640x480 resolution.

Went to 'Edit>Options' and turned on 'Post FX'.

Went to 'Edit>Options' and turned on 'SSAO'.

Went to 'Edit>Options' and turned on 'Edge Antialiasing'.

Went to 'Edit>Options' and turned on 'Depth of Field'.

In some level files these options work (but only with Post FX turned off, in others Post FX works with everything else turned off. It's pretty random as far as I can tell. But I figured I'd throw up some progressive change analysis bait to start the week off right :)
My GPU specs:
512mb PCI-Express 2.0 KFA2 GeForce 9800 GT Video Card w/ updated drivers.
Decided to try and do a progressive screenshot of every single option change to show the progression of bugs/fixes/changes/whatever and post up my findings.
What I did:
Loaded up an already created project "The Legend of Kilpatrick" and an already made map at 640x480 resolution.

Went to 'Edit>Options' and turned on 'Post FX'.

Went to 'Edit>Options' and turned on 'SSAO'.

Went to 'Edit>Options' and turned on 'Edge Antialiasing'.

Went to 'Edit>Options' and turned on 'Depth of Field'.

In some level files these options work (but only with Post FX turned off, in others Post FX works with everything else turned off. It's pretty random as far as I can tell. But I figured I'd throw up some progressive change analysis bait to start the week off right :)
My GPU specs:
512mb PCI-Express 2.0 KFA2 GeForce 9800 GT Video Card w/ updated drivers.
#2
While DoF shoudl function that way, the current one in T3D is just a sample and thus is currently setup with a fixed focal distance. Tom has said he hopes to get this corrected for the next Beta release (whenever that is).
05/04/2009 (6:31 am)
@MarcWhile DoF shoudl function that way, the current one in T3D is just a sample and thus is currently setup with a fixed focal distance. Tom has said he hopes to get this corrected for the next Beta release (whenever that is).
#3
I guess the one in the video was a bit too specific (automatic focus to the target ray position) to be of general use. I guess its capability to adapt was source based, thus the current "hardcoded behavior"
05/04/2009 (6:39 am)
Yupp, saw the corresponding posting.I guess the one in the video was a bit too specific (automatic focus to the target ray position) to be of general use. I guess its capability to adapt was source based, thus the current "hardcoded behavior"
#4
05/04/2009 (8:05 am)
The issue with PostFx is the same issue that is causing GUIs to at random get placed in the wrong locations. It was a bug that appeared just a day or two before the beta and once that is fixed this periodic issue will go away.
#5
@All - thanks for your input.
05/04/2009 (11:48 pm)
@Tom - thanks for the info on PostFX, your help is appreciated!@All - thanks for your input.
Torque 3D Owner Marc Dreamora Schaerer
Gayasoft
Those echoes you see there (especially the echo of the terrain is very well visible) only exist in the editor and are known and listed in the known issues of the Beta 1 thread.
One thing on DoF: Its FPS targeted (focal distance etc), so it might not look half as "good" in 3rd person (I personally don't like it in FPS either but its something I don't intend to use for the time beeing anyway so I don't care about its behavior too much)
What would be interesting would be some information about the DoF video setup and maths / scripting used.