JeffR Posted September 29, 2016 Share Posted September 29, 2016 Hey guys!As we work on all the new doodads and baubles for 4.0, which includes an overhauled shadergen, more progress on PBR, new asset pipeline and other neat things you can read about in my work blog, due to some issues that cropped up with 3.9 we've also been doing some improvements and bugfixes for a 3.10 release in the short term.While most of the stuff that went into 3.9 was solid, some issues, particularly related to the linearized lighting changes, slipped past testing and were causing some grief. So those have been hammered on and we have some PRs in testing to try and remedy the major issues that cropped up.I'll be adding some new threads in the development section so we can try and hammer out the last issues and a handful of new features/improvements, but 3.10 should be ready pretty soon, as a good incremental update to the work being done on 4.0. Link to comment Share on other sites More sharing options...
Chelaru Posted September 29, 2016 Share Posted September 29, 2016 This made my thursday. Link to comment Share on other sites More sharing options...
JeffR Posted September 29, 2016 Author Share Posted September 29, 2016 @Chelaru Glad to hear it :)To help deal with subtle rendering issues from slipping past us in the future, I've been mulling on a visual unit test system, of sorts.One thing I've been trying to hash out is a new test level that better covers the features bases so we can fire it up and test stuff and know if it works. However, in the case of the linear lighting issues and similar, the issies are often subtle enough that they're hard to catch.With the work on the reflection probes, they can be utilized to capture cubemaps in the scene, which got me thinking of a Visual Unit Test, as said. My thinking is that we have our test level which acts as a sandbox for just about everything in the engine. We then establish a script that iterates over points in the scene - likely via camera bookmarks - that then go and capture the view from that marker, potentially even in a full cubemap format.With a main release, we can establish a new baseline set of captures from these points, and then when we run our VUT, we use an image comparison tool such as Image Magick to compare the captures at the time of the VUT run to our baseline. This will highlight changes, even incredibly subtle ones, and so if something like lighting changes, or we get color banding, this will become immediately apparent in the comparison results and we can figure out if it was intentional or not. Link to comment Share on other sites More sharing options...
Duion Posted September 29, 2016 Share Posted September 29, 2016 Sounds interesting, I did not expect that update so soon.The issues slipped past the testing likely because the testlevel did not utilize much advanced features, the test level has almost no normal or specular maps applied and not a reasonable lighting setup. I would also turn off the timeofday by default, since it confuses the lighting setup, you need a constant scene to have something as a benchmark, not something that changes all the time, this can give wrong impressions. Link to comment Share on other sites More sharing options...
JeffR Posted September 29, 2016 Author Share Posted September 29, 2016 Sounds interesting, I did not expect that update so soon.The issues slipped past the testing likely because the testlevel did not utilize much advanced features, the test level has almost no normal or specular maps applied and not a reasonable lighting setup. I would also turn off the timeofday by default, since it confuses the lighting setup, you need a constant scene to have something as a benchmark, not something that changes all the time, this can give wrong impressions. Indeed, the new test level will need to properly capitalize on the asset usage.As for lighting, I'd say you partially right. The time of day is useful for a quick comparison on the lighting conditions, and to make sure that the feature works, but you're right in that it's hard to properly nail down points of comparison because it goes by quickly.I'm thinking the new tester level would have the time of day on by defualt, but when we execute the VUT, it pauses it and sets it to certain times, like noon, midnight, dusk and dawn, to make sure the values are expected at different lighting conditions. Link to comment Share on other sites More sharing options...
Chelaru Posted November 17, 2016 Share Posted November 17, 2016 How is the progress going on this version? Link to comment Share on other sites More sharing options...
Azaezel Posted November 17, 2016 Share Posted November 17, 2016 How is the progress going on this version?Still going over cleanups and pure additions, like the Mac support you'll find in the development fork. Link to comment Share on other sites More sharing options...
saindd Posted November 18, 2016 Share Posted November 18, 2016 Are the lighting issues fixed? :D Link to comment Share on other sites More sharing options...
JeffR Posted November 21, 2016 Author Share Posted November 21, 2016 Should be for the most part outside a few nitpick changes we're tossing around(like the removal of the dynamic refresh rate control for shadow caching)The math for the linearized lighting should be pretty much correct now and as far as we can tell the banding has either been drastically reduced or removed.So yeah, I spent this weekend moving into a house, so now that that junk is out of the way, we can put a wrapper on this this week.One a few outstanding 'major' things, the big one being a double-check on an intel-specific issue with the GLAD OpenGL API PR, and some math that got tweaked at some point for the terrain shaders.Beyond that, it's just a final go of testing on some of the outstanding PRs for fixes/improvements, and we'll have it ready for a release candidate to get put through the ringer. Link to comment Share on other sites More sharing options...
Duion Posted November 21, 2016 Share Posted November 21, 2016 And what will the dynamic refresh rate then be set to? Did you look into my suggestion of using 15ms instead of 8ms?8ms is 125 updates/frames per second but actually 60 fps is enough, since that is what V-sync limits to, 60 fps would be 16.6666ms, but when you set it to that the shadows occasionally jump since a frame is skipped, but 15ms offers enough buffer that this almost never happens.I don't know how much performance increase this brings, from my tests I could see roughly 5-10% performance increase. Link to comment Share on other sites More sharing options...
Skipper Posted November 26, 2016 Share Posted November 26, 2016 How is the progress going on this version?Still going over cleanups and pure additions, like the Mac support you'll find in the development fork. So this new version has full mac support out of the box no tweaking needed? Link to comment Share on other sites More sharing options...
Timmy Posted November 27, 2016 Share Posted November 27, 2016 How is the progress going on this version?Still going over cleanups and pure additions, like the Mac support you'll find in the development fork. So this new version has full mac support out of the box no tweaking needed? Yes Link to comment Share on other sites More sharing options...
chriscalef Posted November 27, 2016 Share Posted November 27, 2016 ♥♥♥ Link to comment Share on other sites More sharing options...
Skipper Posted December 10, 2016 Share Posted December 10, 2016 a 3.10 release in the short term.Any idea of the timeframe for this release? Link to comment Share on other sites More sharing options...
Duion Posted December 11, 2016 Share Posted December 11, 2016 He said it will be released this week... Link to comment Share on other sites More sharing options...
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