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DX11 Dynamic Lighting Thread of Pics

Oct 19, 2014 Surbius link
Oct 19, 2014 Kierky link
This is pretty awesome.
Oct 19, 2014 Inevitable link
Yeah that's pretty sweet
Oct 19, 2014 raybondo link
Surbius, can you give an explanation of the 'Effect Glitches' screenshot? It looks to me that a couple of lights weren't removed but if you can (or know who can) give more info, that'd be great. Thanks.
Oct 19, 2014 TheRedSpy link
some of the blaster lights need a bit more colour than they're getting.
Oct 19, 2014 Lord~spidey link
as far as glitches are concerned when i turn dx11 the space junk and ice doesn't even render yo!

well it renders but instead of textures its just bright bright white.

also when switching back to DX9 the system lighting source gets confused and light doesn't come from the star at the center of the system anymore it comes from another angle.

i should note i'm running an AMD r280x
Oct 19, 2014 Surbius link
@Ray: As far as I could tell I only found this particular glitch with rockets fired in rapid succession and only in groups of 4. I was chain-firing 4 iceflares at first in a straight line, no strafing, some times applying forward acceleration. I first did this with the hollow asteroid in Dau L-10, when the rockets impacted in rapid succession the detonation glow would happen and stay, if I fired at a different location on the same object it would start another static detonation glow and if I were to try another point it would usually replace the 2nd static glow but not the first. Pretty much testing this would just mean trying to throw as much fire at a single object to impact at almost the same time.

The next object I tested this on was the station in Dau L-10. These static glows would always replace each other or would actually disappear on the next impact even if no glitch occurred after.

And, the mineral scanner glitch is just the absence of the green field of the scanner, in DX11 it's just the lines and no field.

System Specs

@TRS: Yeah, it's all just a dull white glow but you should have seen how bright station turret gauss is... gives more meaning to giant glowing balls of doom.
Oct 20, 2014 TheRedSpy link
Got hopeful when I saw the coloured reflections from the loot but its the colours of the weapons fire that really makes it look awesome. Look at Limit Theory's dynamic lighting and they have this awesome weapons fire glow or blue mining beam glow around the asteroids it's exactly what you'd want in VO.
Oct 20, 2014 Surbius link
Another thing, I notice the dynamic lighting doesn't interact with player ships but will with NPC ships.
Oct 20, 2014 incarnate link
Got hopeful when I saw the coloured reflections from the loot but its the colours of the weapons fire that really makes it look awesome. Look at Limit Theory's dynamic lighting and they have this awesome weapons fire glow or blue mining beam glow around the asteroids it's exactly what you'd want in VO.

I took the time to write a newspost on Friday that included the line "The light color is not yet correct to the visual effect in some cases."

There was no way we could have had color-adjusted weapons shots in that release, people busted their asses for 15+ hours to get it released at all. I fell asleep on my desk during the patch process. So, yes, it's a prototype. That's why we called it a prototype. It isn't done yet.
Oct 20, 2014 abortretryfail link
You may as well stop trying to make TRS happy, Inc. The rest of us already did. :)

The screenshots look cool as hell so far. I might even set up a windows box just to try it out. :(
Oct 21, 2014 TheRedSpy link
Relax, I missed that particular sentence in the newspost.

It's not about making me happy it's about shit done right vs shit done wrong vs shit isn't finished yet. I didn't know it was the latter and the coloured cargo box lights were confusing.
Oct 21, 2014 Niki link
Oct 21, 2014 Pizzasgood link
Sweet. This is going to be awesome when they get it finished and port it.
Oct 22, 2014 abortretryfail link
Just in case anyone was wondering, it doesn't seem to work in Wine. :)
Oct 22, 2014 vskye link
Party killer. :P
Oct 22, 2014 incarnate link
So, FYI, when it gets ported across it will probably require at least OpenGL 3.x (2008), and maybe 4.x (2010). We aren't sure which will be needed yet. But, just a heads-up that newer API support, and related hardware, will be a requirement to see the new lighting features (older hardware will fall back to the current OpenGL driver).
Oct 22, 2014 abortretryfail link
Even Mesa supports OpenGL 3.3 these days, with 4.x in the works. That probably won't be an issue except for folks with really old hardware or drivers.
Oct 23, 2014 incarnate link
We still have people playing on PowerPC Macs. So.. yeah. The older hardware people are out there. But we'll continue to support them for a long time to come.

I'm suspecting OpenGL 4.1 may be selected, since it allows more 1:1 compatibility to OpenGL ES 2.0, and also gives us a lot of useful features. That's still a pretty broad base of supported hardware, although some integrated GPU people might be out of luck. We shall see.
Oct 23, 2014 abortretryfail link
I'll be sure to try running it on my PowerBook G4 the moment this comes out and complain if it doesn't work!