Updated release notes

This commit is contained in:
Robert Beckebans 2024-11-27 21:35:15 +01:00
parent 17deefb535
commit 4448296d74
2 changed files with 28 additions and 1 deletions

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@ -19,6 +19,30 @@ TBD - RBDOOM-3-BFG 1.6.0
_______________________________
## .plan - November 27, 2024
Another test build.
Changelog:
* Added new PBR roughness and specular color estimation by Kennedith98
* Tuned r_lightScale influence for PBR so specular is less dominant
* Added back SMAA so r_antiAliasing 1 = SMAA, 2 = TAA
* Fixed TAA problems with 3D guis and transparent decals
* Killed 3DTV render code. It's either VR or flat.
* MOC now renders only at the half resolution for better perf
* Improved interpolation between env_probes, especially when they are parallel placed
* Updated NVRHI with Nvidia's latest patches
## .plan - September 06, 2024
This is a test build for the Masked Software Occlusion Culling (MOC) implementation. Many modern engines have a solution like Umbra integrated that automatically hides hidden objects in the renderer before they even get rendered to optimize the performance.

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@ -1704,7 +1704,10 @@ void idRenderBackend::RenderInteractions( const drawSurf_t* surfList, const view
// apply the world-global overbright and the 2x factor for specular
idVec4 diffuseColor = lightColor;
idVec4 specularColor = lightColor * 1.0f; // RB: skip 2x factor for specular PBR formulars
// RB: the BFG edition has exagerated specular lighting compared to vanilla Doom 3
// turn this back to 1.0
idVec4 specularColor = lightColor * 1.0f;
// jmarshall
if( vLight->lightDef->parms.noSpecular )
{