Updated release notes with screenshots

This commit is contained in:
Robert Beckebans 2021-05-08 11:34:12 +02:00
parent 5cd5f21564
commit 0814287639
3 changed files with 12 additions and 9 deletions

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@ -112,20 +112,22 @@ The default irradiance / radiance data gives the entire game a warmer look and i
### Some Examples of Indirect Lighting
<img src="https://i.imgur.com/KkPSWrc.png" width="384"> <img src="https://i.imgur.com/OSxFcAf.png" width="384">
<img src="https://i.imgur.com/67k9QXG.png" width="384"> <img src="https://media.moddb.com/images/mods/1/50/49231/rbdoom-3-bfg-20210409-221842-001.png" width="384">
<img src="https://i.imgur.com/DqTEbzU.jpg" width="384"> <img src="https://media.moddb.com/images/mods/1/50/49231/rbdoom-3-bfg-20210409-221842-001.png" width="384">
Left: No extra ambient pass. Ambient is pure black like in original Doom 3. Right: Extra ambient pass with r_forceAmbient 0.5 using local environment probe for irradiance and radiance lighting.
<img src="https://i.imgur.com/ZEI4i87.png" width="384"> <img src="https://i.imgur.com/FC82oOM.png" width="384">
<img src="https://i.imgur.com/LRJBJwV.png" width="384"> <img src="https://i.imgur.com/GPD2aIr.png" width="384">
<img src="https://i.imgur.com/PVAXGui.png" width="384"> <img src="https://i.imgur.com/NleLuWY.png" width="384">
<img src="https://i.imgur.com/vxAgY2S.png" width="384"> <img src="https://i.imgur.com/8avH7DY.png" width="384">
<img src="https://i.imgur.com/KESmZld.png" width="384"> <img src="https://i.imgur.com/lHc7Pb9.png" width="384">
Some examples that show additional environment lighting on all assets.
<img src="https://i.imgur.com/0OOgwC9.png" width="384"> <img src="https://i.imgur.com/qL0DgcZ.png" width="384">
<img src="https://i.imgur.com/5Pcomzu.png" width="384"> <img src="https://i.imgur.com/IczOpHI.png" width="384">
<img src="https://i.imgur.com/xBPa2Y8.png" width="384"> <img src="https://i.imgur.com/MCjwFE7.png" width="384">
## PBR Texture format

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@ -311,7 +311,8 @@ idCVar r_ssaoDebug( "r_ssaoDebug", "0", CVAR_RENDERER | CVAR_INTEGER, "" );
idCVar r_ssaoFiltering( "r_ssaoFiltering", "0", CVAR_RENDERER | CVAR_BOOL, "" );
idCVar r_useHierarchicalDepthBuffer( "r_useHierarchicalDepthBuffer", "1", CVAR_RENDERER | CVAR_BOOL, "" );
idCVar r_usePBR( "r_usePBR", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "use PBR and Image Based Lighting instead of old Quake 4 style ambient lighting" );
// RB: only change r_usePBR if you are a developer
idCVar r_usePBR( "r_usePBR", "1", CVAR_RENDERER | CVAR_ROM | CVAR_STATIC | CVAR_BOOL, "use PBR and Image Based Lighting instead of old Quake 4 style ambient lighting" );
idCVar r_pbrDebug( "r_pbrDebug", "0", CVAR_RENDERER | CVAR_INTEGER, "show which materials have PBR support (green = PBR, red = oldschool D3)" );
idCVar r_showViewEnvprobes( "r_showViewEnvprobes", "0", CVAR_RENDERER | CVAR_INTEGER, "1 = displays the bounding boxes of all view environment probes, 2 = show irradiance" );
idCVar r_showLightGrid( "r_showLightGrid", "0", CVAR_RENDERER | CVAR_INTEGER, "show Quake 3 style light grid points" );

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@ -1090,7 +1090,7 @@ CONSOLE_COMMAND( bakeEnvironmentProbes, "Bake environment probes", NULL )
r_useParallelAddShadows.SetBool( true );
r_useParallelAddLights.SetBool( true );
common->Printf( "captured environemt probes %5.1f seconds\n\n", ( end - start ) * 0.001f );
common->Printf( "captured environment probes %5.1f seconds\n\n", ( end - start ) * 0.001f );
if( useThreads )
{