Canardia Posted December 22, 2009 Share Posted December 22, 2009 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 Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Michael Betke Posted December 22, 2009 Share Posted December 22, 2009 Can this be used as a skylight too? And what about ATI cards? I've heard they only support maps up to 2k and then crash. Quote Pure3d Visualizations Germany - digital essences AAA 3D Model Shop specialized on nature and environments Link to comment Share on other sites More sharing options...
Canardia Posted December 22, 2009 Author Share Posted December 22, 2009 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. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Josh Posted December 22, 2009 Share Posted December 22, 2009 A 4096 sized shadow map on a point light will use 384 mb of video memory. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Canardia Posted December 22, 2009 Author Share Posted December 22, 2009 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... Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
macklebee Posted December 22, 2009 Share Posted December 22, 2009 A 4096 sized shadow map on a point light will use 384 mb of video memory. thats ok... i will just stick with my old pointlight Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Canardia Posted December 22, 2009 Author Share Posted December 22, 2009 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). Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Michael Betke Posted December 22, 2009 Share Posted December 22, 2009 For presentation of artwork it's awesome. Quote Pure3d Visualizations Germany - digital essences AAA 3D Model Shop specialized on nature and environments Link to comment Share on other sites More sharing options...
Marleys Ghost Posted December 22, 2009 Share Posted December 22, 2009 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. Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
Josh Posted December 22, 2009 Share Posted December 22, 2009 4 bytes per pixel x 4096 x 4096 x 6 / 1024 / 1024 = 384 mb. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Canardia Posted December 22, 2009 Author Share Posted December 22, 2009 And this factor 6 is then 1 for spotlights and arealights, and 10 for directional lights? Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Josh Posted December 22, 2009 Share Posted December 22, 2009 Where are you getting ten from? Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
TylerH Posted December 22, 2009 Share Posted December 22, 2009 16 for directional lights I thought? Quote nVidia 530M Intel Core i7 - 2.3Ghz 8GB DDR3 RAM Windows 7 Ultimate (64x)----- Visual Studio 2010 Ultimate Google Chrome Creative Suite 5 FL Studio 10 Office 15 ----- Expert Professional Expert BMX Programmer ----- Link to comment Share on other sites More sharing options...
TylerH Posted December 22, 2009 Share Posted December 22, 2009 Bytes Per Pixel x (Shadowmap Resolution ^2) x (# Light Projections) / (ShadowMapResolution*2) = Total Video Memory Used? Quote nVidia 530M Intel Core i7 - 2.3Ghz 8GB DDR3 RAM Windows 7 Ultimate (64x)----- Visual Studio 2010 Ultimate Google Chrome Creative Suite 5 FL Studio 10 Office 15 ----- Expert Professional Expert BMX Programmer ----- Link to comment Share on other sites More sharing options...
Josh Posted December 22, 2009 Share Posted December 22, 2009 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. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
TylerH Posted December 23, 2009 Share Posted December 23, 2009 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... Quote nVidia 530M Intel Core i7 - 2.3Ghz 8GB DDR3 RAM Windows 7 Ultimate (64x)----- Visual Studio 2010 Ultimate Google Chrome Creative Suite 5 FL Studio 10 Office 15 ----- Expert Professional Expert BMX Programmer ----- Link to comment Share on other sites More sharing options...
Michael Betke Posted December 23, 2009 Share Posted December 23, 2009 I tried to test it a bit yesterday and if I crank up the shadow to 4k it disappears. Another time the framerate went down to 1-2fps hehe. But thats ok. It also doesnt cast shadows on vegetation. Quote Pure3d Visualizations Germany - digital essences AAA 3D Model Shop specialized on nature and environments Link to comment Share on other sites More sharing options...
Josh Posted December 24, 2009 Share Posted December 24, 2009 A 4096 shadowmap size means a texture that is 8192x8192 will be used. Grass shadows are adjusted on a global (options>configuration) and per-layer basis. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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