【 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...
This guy is our graphical messiah.
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.
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.
@@postalbear3695 yet still the engine is outdated and in comparison with others pretty unstable, even the monolith x64 engine
@@postalbear3695 If people getting impressed makes you so angry i recommend seeking a psychologist!
Even if its open source, this engine is still based on old engine
Single core 😭
@@postalbear3695 If people being simply impressed makes you so angry, I'd recommend seeking a psychologist!
Me: *stares at GPU*
GPU: No
Never fails to NOT disappoint
It's crazy how much shaders and smart use of screen space effects can totally change the feel of a game.
Doing gods work
This guy work is pure art
НУ ЧО ЗА ЗВЕРЬ! ЧО ЗА МУЩИНА!! РАДУЕТ НАС И РАДУЕТ! НАШ СЛОН!!!
Thanks
😮😮😮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 ❤
Oooh, beautiful
Awesome work my fellow stalker ... !
now we gamin
Good job!
Mandatory like 👍
Thanks!
Amazing
😍
nice
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
Imagine it would be not possible to differentiate the types of puddle, to then apply separate shader settings. But would be cool.
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.
Yeah... it's a good idea and can be done. Maybe in a future update?
@@ascii1457 The lord speaks!!! I shall listen
GOATED
All we need now is some updated character animations and we can just about call this STALKER 2
Yep... We need some new lore friendly models and animations.
the output, im running out of nice things to say..
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!
Great, as always!
Will there be a fix for flickering shadows due to volumetric lighting?
Yes.
nice shipment
Omg
can you release maybe like a modpack or maybe mod list for all the stuff you're using?, that would be pretty nice
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?
Sure, but requires an engine modification.
@@ascii1457 So that explains why lowering the value through the script doesn't change it.
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
You tried the test guide ( The one on the Puddles module description )?
I honestly think you don't sleep or eat. How do you keep releasing these insane features?
Dedication and work.
@@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.
Good afternoon Ascii, please tell me when your update for the SSS addon will be released, I can’t wait.
I'm still working on a new feature. It's going to be soon, but some testing and work is still in progress.
okay, I will be waiting
pretty based. temporal filtering?
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.
@@ascii1457 sounds nice
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
WHEN
Soon...
Bro, kiss my me
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?
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.
@@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).
Like LVutner says, the double rendering isn't worth the cost for just reflections.
@@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.
@@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.