Updated readme/release notes

This commit is contained in:
Robert Beckebans 2016-01-19 00:04:13 +01:00
parent facc23d956
commit fa87f5465c
3 changed files with 22 additions and 5 deletions

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@ -303,7 +303,7 @@ __________________________________________
- Changed light interaction shaders to use Half-Lambert lighting like in Half-Life 2 to
make the game less dark. https://developer.valvesoftware.com/wiki/Half_Lambert
- True 64 bit HDR lighting with adaptive tone mapping
- True 64 bit HDR lighting with adaptive tone mapping and gamma-correct rendering in linear RGB space
- Enhanced Subpixel Morphological Antialiasing
For more information see "Anti-Aliasing Methods in CryENGINE 3" and the docs at http://www.iryoku.com/smaa/
@ -321,7 +321,13 @@ r_antiAliasing - Different Anti-Aliasing modes
r_useShadowMapping [0 or 1] - Use soft shadow mapping instead of hard stencil shadows
r_useHDR [0 or 1] - Use High Dynamic Range lighting with adaptive tone mapping
r_useHDR [0 or 1] - Use High Dynamic Range lighting
r_hdrAutoExposure [0 or 1] - Adaptive tonemapping with HDR
This allows to have very bright or very dark scenes but the camera will adopt to it so the scene won't loose details
r_exposure [0 .. 1] - Default 0.5, Controls brightness and affects HDR exposure key
This is what you change in the video brightness options
r_useFilmicPostProcessEffects [0 or 1] - Apply several post process effects to mimic a filmic look"
@ -331,9 +337,12 @@ ___________________________________________________
10) KNOWN ISSUES
__________________________________________
Doom 3 wasn't designed to work with shadow maps so:
- HDR does not work with old-school stencil shadows
- MSAA antiliasing modes don't work with HDR: Use SMAA
- Some lights cause shadow acne with shadow mapping
- Some shadows might almost disappear due to the shadow filtering
___________________________________________________

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@ -17,7 +17,7 @@ _______________________________________
TBD - RBDOOM-3-BFG 1.1.0
_______________________________
- True 64 bit HDR lighting with adaptive filmic tone mapping
- True 64 bit HDR lighting with adaptive filmic tone mapping and gamma-correct rendering in linear RGB space
- Enhanced Subpixel Morphological Antialiasing
For more information see "Anti-Aliasing Methods in CryENGINE 3" and the docs at http://www.iryoku.com/smaa/
@ -30,6 +30,9 @@ _______________________________
- Additional ambient render pass to make the game less dark similar to the Quake 4 r_forceAmbient technique
- Screen Space Ambient Occlusion http://graphics.cs.williams.edu/papers/SAOHPG12/
- Did some fine tuning to the Half-Lambert lighting curve so bump mapping doesn't loose too much details
_______________________________________

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@ -1187,7 +1187,12 @@ void idConsoleLocal::DrawSolidConsole( float frac )
renderSystem->SetColor( idStr::ColorForIndex( C_COLOR_CYAN ) );
idStr version = va( "%s.%i.%i", ENGINE_VERSION, BUILD_NUMBER, BUILD_NUMBER_MINOR );
// RB begin
//idStr version = va( "%s.%i.%i", ENGINE_VERSION, BUILD_NUMBER, BUILD_NUMBER_MINOR );
idStr version = va( "%s %s %s %s", ENGINE_VERSION, BUILD_STRING, __DATE__, __TIME__ );
//idStr version = com_version.GetString();
// RB end
i = version.Length();
for( x = 0; x < i; x++ )