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Old 04-14-05, 07:04 PM   #19
tertsi
www.fornvidiots.net
 
Join Date: May 2003
Posts: 340
Default Re: Doom 3 quality mod (3rd party) for NV4x and NV3x

Quote:
Originally Posted by neliz
The problem is, the lights are too bright!
with all the light you can see the terrible aliasing that's in the D3 engine.
Would you mind showing a picture of a zombie or something, big chance the horrible cone head (whoever thought of giving the heads of characters 5 polys should be fired) will be even more evident.
heh, first - doom 3 was too dark, now it's too bright... well, you can adjust specular highlights with my utility, np!

Quote:
And picture five shows light on objects that shouldn't really be there.. you see the big TL light hanging from the ceiling and it brightens the texture on an object above it..
BTW. remember... this mod uses per-pixel normalization (better vector precision), while default technique is based on Cube map normalization (limited by size). Have you ever thinking that Doom 3 lights range and specular highlights are possible limited by default technique?

Quote:
Converting most operations to fp16 should give it a decent speedbump to counter the (possible) extra calculations... but whatever.. d3 is so dead..
yeah, sure...

Few benches...

63fps = without mod 12x10 + aa 4x/af 8x + hq (all maxed in doom 3)
58fps = with mod 12x10 + aa 4x/af 8x + hq (all maxed in doom 3) + Ultra quality specular (RFL) / all performance options (doom3tuning)
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