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Improved Point Light


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File Name: Improved Point Light

File Submitter: Lumooja

File Submitted: 22 Dec 2009

File Updated: 22 Dec 2009

File Category: Lua Scripts

 

Point2 is an improved version of the Point light in Editor. It can be added to Editor and doesn't interfere with the original Point light.

 

It brings the following new features:

- Shadowmap sizes extended to 3072 and 4096 (both have been tested and indeed have a visual improvement)

- Range slider increased from 1-100 to 1-1000

- Shadowsoftness setting added (0-100 float slider) (default value is 2, as per LE default setting)

 

Extract the rar file into Models/Entities/Light(/Point2) (where the other lights also are).

 

Click here to download this file

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I don't think this quite replaces a directional light for sunlight, besides, godrays need a directional light anyway.

 

ATI X850 supports 2048x2048, X1600 supports 4096x4096, HD 2900 support 8192x8192.

You should check the graphics card and vendor in your game and set the max limits accordingly. There's also many other settings which should be disabled or lowered for low end cards, like all postshaders, camerarange, light ranges.

 

But I think it's good to design the game for high end cards, and then just make options to gimp it down for low end cards.

Ryzen 9 RX 6800M ■ 16GB XF8 Windows 11 ■
Ultra ■ LE 2.53DWS 5.6  Reaper ■ C/C++ C# ■ Fortran 2008 ■ Story ■
■ Homepage: https://canardia.com ■

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That's good to know. Maybe one could make a cheat sheet with all these kind of info, how much memory they use, how much FPS they affect, etc...

Ryzen 9 RX 6800M ■ 16GB XF8 Windows 11 ■
Ultra ■ LE 2.53DWS 5.6  Reaper ■ C/C++ C# ■ Fortran 2008 ■ Story ■
■ Homepage: https://canardia.com ■

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The 3072 and 4096 are just additional options to the old 256, 512, 1024, 2048 options.

I think the most important new feature is the shadow softness setting, the other options are just good to have if you make some special stuff (like a HQ video, or HQ screenshots).

Ryzen 9 RX 6800M ■ 16GB XF8 Windows 11 ■
Ultra ■ LE 2.53DWS 5.6  Reaper ■ C/C++ C# ■ Fortran 2008 ■ Story ■
■ Homepage: https://canardia.com ■

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That's good to know. Maybe one could make a cheat sheet with all these kind of info, how much memory they use, how much FPS they affect, etc...

 

 

Information like that is always very useful.

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Bytes Per Pixel x (Shadowmap Resolution ^2) x (# Light Projections) / (ShadowMapResolution*2) = Total Video Memory Used?

52t__nvidia.png nVidia 530M cpu.gif Intel Core i7 - 2.3Ghz 114229_30245_16_hardware_memory_ram_icon.png 8GB DDR3 RAM Windows7_Start.gif Windows 7 Ultimate (64x)

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Directional lights render the scene 16 times???

 

The directional light texture used is twice the dimensions of the shadowmap size you specify, so the multiplier would be four.

My job is to make tools you love, with the features you want, and performance you can't live without.

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Well, considering the speed drop you get when using directional lights, and the fact having more than one causes the scene to be squished, they might as well be rendering the scene 16 times...

52t__nvidia.png nVidia 530M cpu.gif Intel Core i7 - 2.3Ghz 114229_30245_16_hardware_memory_ram_icon.png 8GB DDR3 RAM Windows7_Start.gif Windows 7 Ultimate (64x)

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IconVisualStudio16.png Visual Studio 2010 Ultimate google-Chrome.png Google Chrome PhotoshopLinkIndicator.png Creative Suite 5 icon28.gif FL Studio 10 MicrosoftOfficeLive.png Office 15

-----

csharp.png Expert cpp.png Professional lua_icon.png Expert BMX Programmer

-----

i-windows-live-messenger-2009.pngskype-icon16.pngaim_online.pnggmail.pngicon_48x48_prism-facebook.pngtunein-web.pngyahoo.giftwitter16.png

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