View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0005843 | The Dark Mod | Coding | public | 17.12.2021 15:37 | 27.08.2024 04:29 |
Reporter | stgatilov | Assigned To | stgatilov | ||
Priority | normal | Severity | normal | Reproducibility | always |
Status | resolved | Resolution | unable to reproduce | ||
Product Version | TDM 2.09 | ||||
Target Version | TDM 2.13 | Fixed in Version | TDM 2.13 | ||
Summary | 0005843: Dmap computes wrong shadows on version 4 of NHAT | ||||
Description | Dmap precomputes shadow volumes for world geometry. These volumes are shown when r_useOptimizedShadows is enabled and stencial shadows are used. Testing shows that new version of "No Honor Among Thieves" has a lot of broken shadows near the start of the first mission. It seems that they go away if one disabled the aforementioned cvar. | ||||
Steps To Reproduce | Simple way to reproduce is available on assets SVN: 1) dmap noflood 5843_dmap_lantern_patch_grid.map 2) map 5843_dmap_lantern_patch_grid.map 3) Make sure stencil shadows are enabled, soft shadows are disabled Alternative approach is: 1) map 5843_dmap_lantern_patch_grid.map 2) r_useOptimizedShadows 0; r_useTurboShadow 0; reloadModels 3) Make sure stencil shadows are enabled, soft shadows are disabled Check how shadows look: you'll see thin black/light lines moving around on a fully static scene. | ||||
Tags | No tags attached. | ||||
Once the xmas contest map is done I can take a look and see which light/s or entities have the "r_useOptimizedShadows" on and remove it. | |
No difference on "dmap_compatibility 209" It is quite likely that the issue started happening long time ago... |
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The issue happens on the kind of lights shown on the screenshot. It seems that it only happens in the starting area (maybe because it has larger coords). I flew around the map and did not find any more issues, even where seemingly the same lights are used. The problem here is the grid occluder, which consists of many thin wires very close to the light source. Dmap processing makes them slightly non-closed, which can have ill influence of the generated shadow volumes. It is still interesting why only precomputed shadows suffer from this problem. The runtime shadows are usually generated with another algorithm (turbo shadows), maybe it is more resistant to problems of occluding geometry. By the way, I saw similar problems on Painter's Wife in the sewers section (large round vertical room with lots of water) happening on the same kind of light source. I think we should get rid of it somehow... is it a prefab? I suppose several workarounds can fix the problem: 1) Convert the grid into model (or better create a brand new model which is perfectly closed). 2) Set "noPrelight" "1" spawnarg on the light entity to stop dmap from precomputing its shadows (runtime generation seems to work fine). |
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Ok, the problem is in non-turbo shadow volume generation, not in dmap. Because if I set: r_useOptimizedShadows 0 r_useTurboShadow 0 reloadModels Then the engine regenerated shadows in runtime using the non-turbo algorithm, and I see the same issues. But with turbo algorithm (which uses the same model) shadow volume is perfect. |
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Thanks for looking into this fella. | |
Moving to 2.12 Workarounds exist: 1) Convert the grid into model (or better create a brand new model which is perfectly closed). 2) Set "noPrelight" "1" spawnarg on the light entity to stop dmap from precomputing its shadows (runtime generation seems to work fine). |
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I have used that model in other maps (WIS, SLL) and dont have this issue with the shadows. But can update NHAT if this is simpler. |
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The leaks are probably dependent on position and whether the coordinates are hitting a precision limit. Yes, feel free to update NHAT for now. All this said, this is the sort of artifact that an erode shader on the shadow FBO would clean up... https://forums.thedarkmod.com/index.php?/topic/20664-improving-shadow-map-performance/&do=findComment&comment=478958 |
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I extracted a small testmap 5843_dmap_lantern_patch_grid.map. I verified that the same issue happens even on TDM 2.00. So something is bad with the particular use case: * large coordinates? * patch is not closed? |
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I got some limited reduction of leaks by reducing epsilon in R_ChopWinding, but thin lines remain. To be honest, the whole piece of code for shadow volume generation (non-turbo one) cries to me "we did not know what topological consistency is!". I don't think just fixing a few issues will help here. Two ways to proceed: 1) Switch this whole piece of code to double precision + reduce epsilon. That won't be easy, but should help. Of course, it would be slower for realtime processing, but since 0005886 we only use turbo shadows in realtime. 2) Rewrite the whole stuff with guaranteed topological consistency. That's a lot of work (and fun), I don't want to waste so much time on an issue that has been present forever but people somehow avoid it. |
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Checking NHAT I see its the original worldspawn patch, where as in WIS/SLL I have used the model. So it maybe that only NAH needs updating. It may also explain why I am not seeing this issue in WIS/SLL..? downfacing_lamp_grill.pfbx (78,479 bytes)
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so r_useTurboShadows 0 isnt recognised in TDM 2.10 so I wasnt able to test it. In the meantime here is an updated map where I have done a monir cleaup of the lamps and converted to a single FS, can one of you test it from your side? |
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oh and why can't I/we edit notes to correct typos... :-| | |
Yes, making this a model definitely helps, because then it is never processed by dmap -> it uses turbo shadows. The cvar is r_useTurboShadow without ending 's' (I have just corrected my posts). |
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Ok exporting the the single FS as a model did not fix the issue, so then I exported just the individual lamp as a model and that didnt fix it. So what do you mean by closed model? |
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Belay the above, once I replaced ALL of the lights it is now much better but I am still seeing one weird shadow that I cant pinpoint whats causing it. I also applied "noPrelight 1" to these models, which made no difference :-| So am recreating the model from scratch to see if that fixed it. |
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So only changing the model 'mostly' fixed the issue, but to fix it completely Dragofer has pointed the reason its heppening is because the distance to the map center is too high. The engine is not able to work with such high coordinate numbers with 100% precision. So will get that part of the map closer to map origin and see if it fixes the issue. |
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Moving the map closer to the map original didnt fix it. The issue is being caused by the 3 hirozontal rings (see attached), but Im bugged if I know how to fix it or qwork around it. The current map is better but you can still see some artifacts. I attched the tweaked model and the screen shots of the rings and the current look of the artifact. And lastly here is a link to the updated map - https://1drv.ms/u/s!AuwAFc1gTZzehxQdOGCjZXsk_dVh?e=TweInA |
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Thos racker can probably be closed as checking nhat v4 in the latest dev build 1704-10844, as the issue is no longer appears to be present. |
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Date Modified | Username | Field | Change |
---|---|---|---|
17.12.2021 15:37 | stgatilov | New Issue | |
17.12.2021 15:37 | stgatilov | Status | new => assigned |
17.12.2021 15:37 | stgatilov | Assigned To | => stgatilov |
17.12.2021 15:40 | Bikerdude | Note Added: 0014595 | |
24.01.2022 16:06 | stgatilov | Note Added: 0014691 | |
24.01.2022 16:26 | stgatilov | Note Added: 0014692 | |
24.01.2022 16:26 | stgatilov | File Added: nhat3_wrong_precomputed_shadow_volumes.jpg | |
24.01.2022 16:29 | stgatilov | Note Edited: 0014692 | |
17.09.2022 07:13 | stgatilov | Note Added: 0015250 | |
17.09.2022 08:50 | Bikerdude | Note Added: 0015252 | |
17.09.2022 08:50 | Bikerdude | Description Updated | |
17.09.2022 08:51 | Bikerdude | Reproducibility | have not tried => always |
15.11.2022 02:39 | nbohr1more | Note Added: 0015423 | |
15.11.2022 02:39 | nbohr1more | Target Version | TDM 2.11 => TDM 2.12 |
15.11.2022 07:37 | Bikerdude | Note Added: 0015429 | |
15.11.2022 13:30 | nbohr1more | Note Added: 0015430 | |
27.11.2022 09:46 | stgatilov | Note Added: 0015477 | |
27.11.2022 10:38 | stgatilov | Note Added: 0015478 | |
27.11.2022 10:41 | stgatilov | Steps to Reproduce Updated | |
27.11.2022 10:41 | stgatilov | Status | assigned => confirmed |
27.11.2022 10:41 | stgatilov | Target Version | TDM 2.12 => |
27.11.2022 12:45 | Bikerdude | Note Added: 0015480 | |
27.11.2022 12:45 | Bikerdude | File Added: downfacing_lamp_grill.pfbx | |
27.11.2022 12:45 | Bikerdude | File Added: shaded_lamp_with_grill.lwo | |
27.11.2022 13:44 | Bikerdude | Note Added: 0015482 | |
27.11.2022 13:44 | Bikerdude | File Added: politics.7z | |
27.11.2022 13:46 | Bikerdude | Note Added: 0015484 | |
27.11.2022 14:46 | stgatilov | Note Edited: 0015250 | |
27.11.2022 14:47 | stgatilov | Note Added: 0015486 | |
27.11.2022 15:07 | Bikerdude | Note Added: 0015487 | |
27.11.2022 16:49 | Bikerdude | Note Added: 0015488 | |
27.11.2022 19:43 | Bikerdude | Note Added: 0015491 | |
27.11.2022 19:43 | Bikerdude | File Added: Untitled.jpg | |
27.11.2022 22:21 | Bikerdude | Note Added: 0015493 | |
27.11.2022 22:21 | Bikerdude | File Added: image.png | |
27.11.2022 22:21 | Bikerdude | File Added: models_fixed.zip | |
27.11.2022 22:21 | Bikerdude | File Added: image-2.png | |
27.11.2022 22:21 | Bikerdude | File Added: image-3.png | |
27.11.2022 22:24 | Bikerdude | Note Added: 0015494 | |
28.01.2024 02:47 | nbohr1more | Relationship added | related to 0005172 |
26.08.2024 18:53 | Bikerdude | Note Edited: 0015494 | |
26.08.2024 19:14 | Bikerdude | Note Edited: 0015494 | |
27.08.2024 04:29 | nbohr1more | Status | confirmed => resolved |
27.08.2024 04:29 | nbohr1more | Resolution | open => unable to reproduce |
27.08.2024 04:29 | nbohr1more | Fixed in Version | => TDM 2.13 |
27.08.2024 04:29 | nbohr1more | Target Version | => TDM 2.13 |