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Outerra Tech Demo download. Help with graphics driver issues

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Author Topic: Clouds - a peek at the work in progress  (Read 152972 times)

HiFlyer

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Re: Clouds - a peek at the work in progress
« Reply #135 on: June 04, 2015, 09:16:07 am »

« Last Edit: June 04, 2015, 11:02:49 am by HiFlyer »
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2eyed

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Re: Clouds - a peek at the work in progress
« Reply #136 on: June 04, 2015, 12:32:52 pm »

Tried the demo. Quite good!
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josem75

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Re: Clouds - a peek at the work in progress
« Reply #137 on: June 04, 2015, 01:22:29 pm »

Tried the demo. Quite good!

I did too. I have an incredible flickering effect in the clouds. But in the video i dont see that effect at all..
Do you have it too?
While opening the demo, its saying me my drivers or card are not compatible with Pixel Shader. Dont know if this is connected with the flickering.
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HiFlyer

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Re: Clouds - a peek at the work in progress
« Reply #138 on: June 04, 2015, 01:40:22 pm »

Tried the demo. Quite good!

I did too. I have an incredible flickering effect in the clouds. But in the video i dont see that effect at all..
Do you have it too?
While opening the demo, its saying me my drivers or card are not compatible with Pixel Shader. Dont know if this is connected with the flickering.

Its very likely. And also very likely to be correctable. Thats if the guys even find it interesting.......... I thought it might be, because it apparently works well with the dreaded intel onboard graphics, and like their own solution apparently has a very wide range with minimal overhead.
« Last Edit: June 04, 2015, 01:53:41 pm by HiFlyer »
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KW71

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Re: Clouds - a peek at the work in progress
« Reply #139 on: June 04, 2015, 01:52:21 pm »

The animation don't look like the clouds are moving; instead these are growing in one side while decreasing in the opposite.
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HiFlyer

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Re: Clouds - a peek at the work in progress
« Reply #140 on: June 04, 2015, 02:01:15 pm »

The animation don't look like the clouds are moving; instead these are growing in one side while decreasing in the opposite.

No wind speed. Also, after I played around with settings the shimmering went away. Wow. There are a heck of a lot of controls to play with on this thing. I dont know what half of them do!  :o
« Last Edit: June 04, 2015, 02:07:26 pm by HiFlyer »
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aWac9

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Re: Clouds - a peek at the work in progress
« Reply #141 on: August 07, 2016, 12:01:18 pm »

outerra animation is a layer ..
perhaps the clouds are low layers .. I guess when to add more screens these change depending on the height.
we know something about the clouds? He is working on it, or folder still outstanding issues.?

clasificacion-nubes by Manuel Goya, en Flickr

ceilometer by Manuel Goya, en Flickr
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aWac9

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Re: Clouds - a peek at the work in progress
« Reply #142 on: August 09, 2016, 05:20:37 am »


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2eyed

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Re: Clouds - a peek at the work in progress
« Reply #143 on: August 09, 2016, 12:18:20 pm »

But after all, their clouds are still spinning photo billboards, I would presume.
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cudd

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Re: Clouds - a peek at the work in progress
« Reply #144 on: November 02, 2016, 06:29:46 am »

Fantastic clouds with what I imagine is a negligible performance impact. Seems to be a good compromise between full realistic cloud-lighting via ray-marching and just using billboards.

I can't for the life of me figure out how you're getting the details to light correctly without doing some sort of ray-marching. Is there some sort of hacky way of doing it?
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cameni

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Re: Clouds - a peek at the work in progress
« Reply #145 on: November 03, 2016, 08:14:54 am »

There's a simplified ray marching done in the projected 2D cloud height space, where we are computing the light scattering and absorption from sun.
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cudd

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Re: Clouds - a peek at the work in progress
« Reply #146 on: November 07, 2016, 05:12:45 am »

Ah that makes sense. Having tried it myself I got some decent results from just marching through the full depth of the clouds assuming no incident extinction. This doesn't give the nice shadowing effects however.

From what I can gather your projected 2D cloud height space consists of the closest fragments in the geometry to the viewer and you march from there?

I'm impressed, even when running my basic toy I'm seeing some great frame rates.
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