Demo for erode testing
Posted: Sat Jan 01, 2022 12:26 am
Anyone have a national demo uploaded somewhere that I could download? I need a good erode demo to test with.
Thanks for that!
Depends on the time zone.
Yeah, this is going to eliminate reshading. The old way, it baked the overall terrain normals into the cached terrain normal maps, which is fast so long as the terrain doesn't change. But with erode on, the terrain is constantly changing and invalidating the cached normals. The new way the cached normal maps will only contain normals from the decals. The normals for the contour of the actual terrain are generated on the fly as it renders the terrain. So when the terrain changes, the cached decal normals stay valid and the shading updates quicker since I just have to upload some height data to the GPU instead of redoing all the cached normal maps. The fragment shader is a little more complex now but not enough to matter on any reasonable GPU.Jakob Hubbard wrote: ↑Mon Jan 03, 2022 7:59 am Pretty sure he's just testing his updated reshade code not updating erode lol
This definitely seems like a better way of doing things, less things the cache has to worry about by not constantly updating everything all at once.jlv wrote: ↑Tue Jan 04, 2022 2:43 am Yeah, this is going to eliminate reshading. The old way, it baked the overall terrain normals into the cached terrain normal maps, which is fast so long as the terrain doesn't change. But with erode on, the terrain is constantly changing and invalidating the cached normals. The new way the cached normal maps will only contain normals from the decals. The normals for the contour of the actual terrain are generated on the fly as it renders the terrain. So when the terrain changes, the cached decal normals stay valid and the shading updates quicker since I just have to upload some height data to the GPU instead of redoing all the cached normal maps. The fragment shader is a little more complex now but not enough to matter on any reasonable GPU.
Most of the problems I encountered were at a low reshade delay (0-8), higher values the problem almost never happened, but since the delay is now eliminated this should be perfect for everyone in erode (if I'm correct?).
Gotta love no more ugly code
That's awesome, these exact slopes I think might allow the possibility to get some more accurate erode settings since it's not averaging them out. Doubt most people would do anything with it anyways since most people don't tend to read the tileinfo info and test settings.jlv wrote: ↑Tue Jan 04, 2022 2:43 am It should also be a little better at showing small details in the terrain now since the old way calculated the normals at the terrain vertices, which softens things a little since the normals at the vertices are the average of the connected faces' normals. The new way the shading halfway between two neighboring heights in the field will be shaded according to the exact slope of that polygon instead of being the average of the normals at those two points.