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Permanently noisy world after certain visual effects #226
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Not sure this number is correct on current master; can you provide some context (lines before/after)? |
Directly before the call to "prepare_entities". There's only one call to it, so it should be easy to find. It's 2828 on master I think? Here's a video of the issue, but it may not be easy to see from a video. It's most noticeable in-game. https://streamable.com/736pzz |
Ah ok. I was thinking I needed to add the stuff in |
It's definitely related to the renderer's current state; a vid_restart resolves the noise until you add the beams back. |
Ok, I can see, not in the video but in the actual game. |
Yeah, a shimmer is a good way of describing it. It creates ghosting behind everything too, which would kind of make sense if it's direction vector related. |
…ect_model_lights() Previously, space was made in the light list offsets that amounted to the maximum number of lights in a cluster, seen over the lifetime of the map. Unfortunately, this affect light sampling after a large spike of dynamic lights in a cluster, possibly resulting in a more 'noisy' appearance - as described in NVIDIA#226. However, the exact number of lights in a cluster was actually already counted and can be used to tightly pack the light lists, avoiding the permant effect on sampling after a spike of dynamic lights.
…ect_model_lights() Previously, space was made in the light list offsets that amounted to the maximum number of lights in a cluster, seen over the lifetime of the map. Unfortunately, this affect light sampling after a large spike of dynamic lights in a cluster, possibly resulting in a more 'noisy' appearance - as described in NVIDIA#226. However, the exact number of lights in a cluster was actually already counted and can be used to tightly pack the light lists, avoiding the permant effect on sampling after a spike of dynamic lights.
…ect_model_lights() Previously, space was made in the light list offsets that amounted to the maximum number of lights in a cluster, seen over the lifetime of the map. Unfortunately, this affect light sampling after a large spike of dynamic lights in a cluster, possibly resulting in a more 'noisy' appearance - as described in NVIDIA#226. However, the exact number of lights in a cluster was actually already counted and can be used to tightly pack the light lists, avoiding the permanent effect on sampling after a spike of dynamic lights.
When certain temporary visual effects are used, sometimes the result is that that area of the world becomes permanently noisy.
Initially I was able to repro this with a material on a TE_LIGHTNING bolt, but I couldn't get this to happen again with the latest versions. However, I found that RF_BEAM entities do repro the issue. Some mods use RF_BEAMs as replacements for blaster bolts, for instance, but I don't know if they're able to reproduce this on a large scale.
A way to reproduce this is to shim this code above the call to
prepare_entities
on line 2905:this produces a fake but similar output to what I'm doing with my bone debugger. Load up q2dm1, set
pt_test_debug
to a number (40 is what I was testing with, but various numbers will work), then set it back to 0. Notice now that the area you are in is permanently noisy even though there are no more lasers lighting the scene.The text was updated successfully, but these errors were encountered: