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Bloom Level 8 in HLSL
#369078 - 08/28/17 01:57 AM
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Bloom level 8 in HLSL AFAIK doesn't do anything. Is this a bug?
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Re: Bloom Level 8 in HLSL
[Re: anikom15]
#369081 - 08/28/17 03:04 AM
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> Bloom level 8 in HLSL AFAIK doesn't do anything. Is this a bug?
Maybe? But maybe not.
As you know, HLSL bloom levels come from repeatedly (2x?) downsampled versions of the game texture.
And 8 levels of bloom from a normal-ish game res (320x240 or so) gets you to texture sizes of approximately 1x1 pixel. So maybe you're just seeing what happens once the bloom texture size drops below 1x1. If so, I guess it's working correctly.
At least that's my guess having not read the HLSL code in detail.
EDIT: Full disclosure -- I have no idea if HLSL bloom works with a texture at original game res as it's base level. If it doesn't then obviously I'm taking nonsense.
Edited by SoltanGris42 (08/28/17 03:11 AM)
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Re: Bloom Level 8 in HLSL
[Re: SoltanGris42]
#369112 - 08/29/17 03:54 AM
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That's not correct behavior anyway. If it downsamples to 1x1 pixel, the texture should be the average color of the screen, not always black.
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Re: Bloom Level 8 in HLSL
[Re: anikom15]
#369124 - 08/29/17 08:08 AM
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> That's not correct behavior anyway. If it downsamples to 1x1 pixel, the texture > should be the average color of the screen, not always black.
Sure. I was just pointing out that the 8th level was just about on the edge. So it might be a general problem with the 8th level (even if the 8th level was 4x4 pixels or whatever) or it could just be a problem with the stuff going wrong when the texture dims get too small. Does the texture actually exist at level 8 for example?
I guess that after you hit 1x1 pixels that every level should be the average screen color exactly as you say.
FAKE EDIT: Actually, from playing with the sliders, level 7 isn't close to 1x1 pixels. There are a lot more pixels than that. So I guess level 8 is just broken and your first post was correct.
REAL EDIT: MG said in the shoutbox that the buffers start at screen res and then are 2x downsampled. I guess the fact the level 8 does nothing is a real bug then.
Edited by SoltanGris42 (08/29/17 10:36 AM)
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Re: Bloom Level 8 in HLSL
[Re: anikom15]
#369127 - 08/29/17 10:32 AM
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> Bloom level 8 in HLSL AFAIK doesn't do anything. Is this a bug?
I don't care anymore. If your way produces better-looking results, go for it.
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Re: Bloom Level 8 in HLSL
[Re: SoltanGris42]
#369142 - 08/29/17 02:10 PM
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> > That's not correct behavior anyway. If it downsamples to 1x1 pixel, the texture > > should be the average color of the screen, not always black. > > Sure. I was just pointing out that the 8th level was just about on the edge. So it > might be a general problem with the 8th level (even if the 8th level was 4x4 pixels > or whatever) or it could just be a problem with the stuff going wrong when the > texture dims get too small. Does the texture actually exist at level 8 for example? > > I guess that after you hit 1x1 pixels that every level should be the average screen. > color exactly as you say. > > FAKE EDIT: Actually, from playing with the sliders, level 7 isn't close to 1x1 > pixels. There are a lot more pixels than that. So I guess level 8 is just broken and > your first post was correct. > > REAL EDIT: MG said in the shoutbox that the buffers start at screen res and then are > 2x downsampled. I guess the fact the level 8 does nothing is a real bug then.
You should try the bloom on fast moving objects, like the bullets in Asteroids. I dont think, that so many levels are nonsense, if you take this fact into account. Vector games are rendered at current resolution size, so at 1920x1080 it starts to make sense, if i am not wrong.
Edited by uman (08/29/17 02:15 PM)
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Re: Bloom Level 8 in HLSL
[Re: uman]
#369160 - 08/30/17 03:29 AM
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Vector games actually have twice as many bloom textures.
With that said I'm going to try to do a new method using only one or two textures. If that doesn't get accepted then I will try to fix it, but likely not even a problem since nobody's noticed it until now.
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