【 STALKER Anomaly】SSR Upgrade

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  • Опубліковано 7 лют 2024
  • Preview of some of the new features being developed for the upcoming update 20. Improve SSR module with blur support, frame accumulation, custom render resolution to improve performance on old hardware and in-game settings to customize your reflections easily.
    Early access version of the update 20 is now available for all the Ko-fi members. ko-fi.com/ascii1457
    www.moddb.com/mods/stalker-an...

КОМЕНТАРІ • 68

  • @Netto711
    @Netto711 3 місяці тому +43

    This guy is our graphical messiah.

  • @SevKast_7
    @SevKast_7 3 місяці тому +31

    I know a lot of people already said it, but the fact that this is being done on such an ancient engine like X-ray is crazy. Im hyped for the next updates, STALKER Anomaly is truly a treat.

    • @postalbear3695
      @postalbear3695 3 місяці тому +1

      People like you get on my nerves. Engine is open source anybody can do anything they want on it. It's not magic.
      Yes he got amazing results all that is valid.

    • @phils.9225
      @phils.9225 3 місяці тому +8

      ​@@postalbear3695 yet still the engine is outdated and in comparison with others pretty unstable, even the monolith x64 engine

    • @SevKast_7
      @SevKast_7 3 місяці тому

      @@postalbear3695 If people getting impressed makes you so angry i recommend seeking a psychologist!

    • @sharkgamer47
      @sharkgamer47 3 місяці тому +6

      Even if its open source, this engine is still based on old engine
      Single core 😭

    • @SevKast_7
      @SevKast_7 3 місяці тому

      @@postalbear3695 If people being simply impressed makes you so angry, I'd recommend seeking a psychologist!

  • @OperatorRice
    @OperatorRice 3 місяці тому +14

    Me: *stares at GPU*
    GPU: No

  • @Thriceee
    @Thriceee 3 місяці тому +17

    Never fails to NOT disappoint

  • @OsaculnenolajO
    @OsaculnenolajO 3 місяці тому +4

    It's crazy how much shaders and smart use of screen space effects can totally change the feel of a game.

  • @MizterMoonshine
    @MizterMoonshine 3 місяці тому +9

    Doing gods work

  • @sergiolol3439
    @sergiolol3439 3 місяці тому +2

    This guy work is pure art

  • @olegpatov7877
    @olegpatov7877 3 місяці тому +8

    НУ ЧО ЗА ЗВЕРЬ! ЧО ЗА МУЩИНА!! РАДУЕТ НАС И РАДУЕТ! НАШ СЛОН!!!

  • @TheZoneDiverYT
    @TheZoneDiverYT 3 місяці тому +5

    😮😮😮man between this and terrain I dont have any more worlds your stuff is simpy sick mate!!! 10/10 really looking to see update 20 coming out ❤

  • @sireffortlessgarbage7922
    @sireffortlessgarbage7922 3 місяці тому +3

    Oooh, beautiful

  • @dOOmERdaZe
    @dOOmERdaZe 3 місяці тому +4

    Awesome work my fellow stalker ... !

  • @groovesharq
    @groovesharq 3 місяці тому +3

    now we gamin

  • @relax68838
    @relax68838 3 місяці тому +3

    Good job!

  • @patrick400
    @patrick400 3 місяці тому +3

    Mandatory like 👍

  • @blueorange9067
    @blueorange9067 3 місяці тому +1

    Amazing

  • @KontraktWolf
    @KontraktWolf 3 місяці тому +2

    😍

  • @Sh0ckV
    @Sh0ckV 3 місяці тому +3

    nice

  • @ThaHouseKid
    @ThaHouseKid 3 місяці тому +4

    So now we can lower the resolution and turn on blur to squeeze a lil bit more performance whilst still having some good looking puddles, thats neat af
    It would be kinda crazy if you somehow could make it so puddles that spawn in mud and dirt would be more blurry compared to puddles that spawn on tarmac/concrete to simulate all that gunk from the mud and dirt mixed with the water like irl but thats probably hard to pull off if not impossible, either way this is still really aweaome as per usual

    • @somenamethatdoesntmatter
      @somenamethatdoesntmatter 3 місяці тому +1

      Imagine it would be not possible to differentiate the types of puddle, to then apply separate shader settings. But would be cool.

    • @lvutner
      @lvutner 3 місяці тому +1

      Why not? you already draw puddles in terrain shader. You could read terrain mask (that is used to blend 4 textures; dirt/grass/asphalt/sand) and use it to apply different visuals per puddle.
      Or even use SSS puddles mask, and pack some data into that texture.

    • @ascii1457
      @ascii1457  3 місяці тому +3

      Yeah... it's a good idea and can be done. Maybe in a future update?

    • @mooty.
      @mooty. 3 місяці тому

      ​@@ascii1457 The lord speaks!!! I shall listen

  • @lennic
    @lennic 3 місяці тому +3

    GOATED

  • @Heinskitz
    @Heinskitz 3 місяці тому +3

    All we need now is some updated character animations and we can just about call this STALKER 2

    • @ascii1457
      @ascii1457  3 місяці тому +3

      Yep... We need some new lore friendly models and animations.

  • @somenamethatdoesntmatter
    @somenamethatdoesntmatter 3 місяці тому +3

    the output, im running out of nice things to say..

  • @SevKast_7
    @SevKast_7 3 місяці тому +2

    Would footprint effects on some terrains where NPCs or the player walk through be possible? Like player/NPC footprints on mud or snow for winter mods, etc.
    I know this would hit performance but maybe also some options to choose how long the footprints will last, whether NPCs can also leave footprints or only the player, etc. I think it would be a nice detail!

  • @user-jp1sm3ff3u
    @user-jp1sm3ff3u 3 місяці тому +1

    Great, as always!
    Will there be a fix for flickering shadows due to volumetric lighting?

  • @cr1te266
    @cr1te266 3 місяці тому +1

    nice shipment

  • @rarbro2688
    @rarbro2688 3 місяці тому +4

    Omg

  • @slipperyblank_
    @slipperyblank_ 3 місяці тому

    can you release maybe like a modpack or maybe mod list for all the stuff you're using?, that would be pretty nice

  • @hoasd1493
    @hoasd1493 3 місяці тому +1

    Much respect for giving more performance options :)
    Speaking of performance... Is there a way to reduce main shadow resolution than 1536 in the "New shadow and light features" option?

    • @ascii1457
      @ascii1457  3 місяці тому +1

      Sure, but requires an engine modification.

    • @hoasd1493
      @hoasd1493 3 місяці тому

      @@ascii1457 So that explains why lowering the value through the script doesn't change it.

  • @yfrank5919
    @yfrank5919 3 місяці тому +1

    ey bro quick question, I installed everything but the puddles are not showing up when it rains. I then tried a clean install and still... also did remove the shader cache

    • @ascii1457
      @ascii1457  3 місяці тому

      You tried the test guide ( The one on the Puddles module description )?

  • @ZoneByte92
    @ZoneByte92 3 місяці тому +2

    I honestly think you don't sleep or eat. How do you keep releasing these insane features?

    • @ascii1457
      @ascii1457  3 місяці тому +1

      Dedication and work.

    • @ZoneByte92
      @ZoneByte92 3 місяці тому

      @@ascii1457 I know it'd take time away from modding but I would enjoy a technical video on how you go about creating your mods if you've ever thought about it.

  • @improv1seee
    @improv1seee 3 місяці тому +1

    Good afternoon Ascii, please tell me when your update for the SSS addon will be released, I can’t wait.

    • @ascii1457
      @ascii1457  3 місяці тому

      I'm still working on a new feature. It's going to be soon, but some testing and work is still in progress.

    • @improv1seee
      @improv1seee 3 місяці тому

      okay, I will be waiting

  • @lvutner
    @lvutner 3 місяці тому +2

    pretty based. temporal filtering?

    • @ascii1457
      @ascii1457  3 місяці тому +2

      I'm using a very simple approach. I'm calculating the difference between frames to get some velocity data and using this to increase/decrease the weight of previous frames on the accumulation buffer. It's not good, but it's enough and simple.

    • @lvutner
      @lvutner 3 місяці тому +1

      @@ascii1457 sounds nice

  • @konstantin.tyurin
    @konstantin.tyurin 3 місяці тому +1

    Thanks Manuel, this is a very cool feature, if only it were possible to make an animated map for this effect and synchronize it with the game weather and wind strength, then it would be possible to simulate the cloudiness of water from the wind, or at least without animations, just the stronger the wind or rain, the cloudier the water. The cloudiness of the water can also depend on the surface, if it is asphalt then less, if it is earth then more

  • @Flarin
    @Flarin 3 місяці тому +2

    WHEN

  • @yfrank5919
    @yfrank5919 3 місяці тому +4

    Bro, kiss my me

  • @kuezar
    @kuezar 3 місяці тому +3

    I reckon it's called *screen* space reflections for a reason, but I was always wondering, and considering you have worked with SSR Ascii, would you say it would be possible to somehow increase the reach for data the reflections are sampled from beyond the field of view itself?
    What I mean by that is that, for example, we all know the moment we look down at a body of water the sky stops being reflected.
    Would it be possible to have a separate, higher FOV for SSR and lower FOV for player view, so that this effect would be nullified?

    • @lvutner
      @lvutner 3 місяці тому +1

      so you want to render the scene second time at higher fov just for screen space reflections?
      cause you will need depth information (as well post-shading frame) rendered at higher fov, and you cannot get it without rendering meshes again.
      think PiP scopes - same principle. re-render the scene with different fov.

    • @kuezar
      @kuezar 3 місяці тому +1

      @@lvutner It's not that I want to, I'm just asking from pure curiosity. 😅
      The reason I wonder about this is that I know that the PiP approach could possibly work, but it cuts FPS in half (unless the new, optimized PiP would be used).
      What I'm thinking about is restraining player's perspective to, let's say, standard 90 degrees, but for the SSR to use the full, 150 degrees (numbers are exemplary).

    • @ascii1457
      @ascii1457  3 місяці тому +1

      Like LVutner says, the double rendering isn't worth the cost for just reflections.

    • @kuezar
      @kuezar 3 місяці тому +1

      @@ascii1457 I know, I know, but that's not what I was talking about. 😅
      I simply had some fancy way to restrict player FOV while the SSR has more of it to work with in mind, without any kind of double rendering.

    • @lvutner
      @lvutner 3 місяці тому +1

      @@kuezar Well, implement it in some smaller engine and show us.
      You can't just play around with fov. Once you render the scene with certain projection - its done. And there is nothing you can do about it.
      Thats why your idea won't work without double render. There is no way to change the fov only for certain render pass without re-rendering the scene again (using your new projection matrix).
      1st render - 90 degree fov, main scene
      2nd render - 150 degree fov, ssr zbuffer, scene.