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Updated release notes with screenshots
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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
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### Some Examples of Indirect Lighting
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<img src="https://i.imgur.com/KkPSWrc.png" width="384"> <img src="https://i.imgur.com/OSxFcAf.png" width="384">
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<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">
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<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">
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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.
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<img src="https://i.imgur.com/ZEI4i87.png" width="384"> <img src="https://i.imgur.com/FC82oOM.png" width="384">
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<img src="https://i.imgur.com/LRJBJwV.png" width="384"> <img src="https://i.imgur.com/GPD2aIr.png" width="384">
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<img src="https://i.imgur.com/PVAXGui.png" width="384"> <img src="https://i.imgur.com/NleLuWY.png" width="384">
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<img src="https://i.imgur.com/vxAgY2S.png" width="384"> <img src="https://i.imgur.com/8avH7DY.png" width="384">
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<img src="https://i.imgur.com/KESmZld.png" width="384"> <img src="https://i.imgur.com/lHc7Pb9.png" width="384">
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Some examples that show additional environment lighting on all assets.
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<img src="https://i.imgur.com/0OOgwC9.png" width="384"> <img src="https://i.imgur.com/qL0DgcZ.png" width="384">
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<img src="https://i.imgur.com/5Pcomzu.png" width="384"> <img src="https://i.imgur.com/IczOpHI.png" width="384">
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<img src="https://i.imgur.com/xBPa2Y8.png" width="384"> <img src="https://i.imgur.com/MCjwFE7.png" width="384">
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## PBR Texture format
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@ -311,7 +311,8 @@ idCVar r_ssaoDebug( "r_ssaoDebug", "0", CVAR_RENDERER | CVAR_INTEGER, "" );
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idCVar r_ssaoFiltering( "r_ssaoFiltering", "0", CVAR_RENDERER | CVAR_BOOL, "" );
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idCVar r_useHierarchicalDepthBuffer( "r_useHierarchicalDepthBuffer", "1", CVAR_RENDERER | CVAR_BOOL, "" );
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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" );
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// RB: only change r_usePBR if you are a developer
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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" );
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idCVar r_pbrDebug( "r_pbrDebug", "0", CVAR_RENDERER | CVAR_INTEGER, "show which materials have PBR support (green = PBR, red = oldschool D3)" );
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idCVar r_showViewEnvprobes( "r_showViewEnvprobes", "0", CVAR_RENDERER | CVAR_INTEGER, "1 = displays the bounding boxes of all view environment probes, 2 = show irradiance" );
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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 )
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r_useParallelAddShadows.SetBool( true );
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r_useParallelAddLights.SetBool( true );
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common->Printf( "captured environemt probes %5.1f seconds\n\n", ( end - start ) * 0.001f );
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common->Printf( "captured environment probes %5.1f seconds\n\n", ( end - start ) * 0.001f );
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if( useThreads )
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{
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