drahsid5
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| Joined: 13 May 2011 |
| Total Posts: 3937 |
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| 24 Jun 2015 07:00 PM |
I'm trying to think of methods on how to program DOF. I'm currently thinking about using raycasting and raytracing to figure what the Field is, but I'm not sure how to properly blur out what's not in focus. Does anyone have any ideas? |
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| 24 Jun 2015 07:02 PM |
Yeah, you could do this, but on Roblox, it would lag a LOT! Of course, if they actually implement that tech demo from hack week.... |
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drahsid5
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| Joined: 13 May 2011 |
| Total Posts: 3937 |
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| 24 Jun 2015 07:04 PM |
Tell me about this demo? And not necessarily, there might be a method to avoid it. |
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| 24 Jun 2015 07:16 PM |
Actually, in Roblox, there is no method to avoid freezing and extreme lag if you render anything over 300x300 pixels.
I don't know much about it, I didn't watch all of them. Someone mentioned that people were messing with a Roblox blur effect and advanced rendering filters and such, but it might not ever even happen. Hack week is just an event to get people creative. A lot of the ideas that Roblox Staff came up with might not ever even happen.
Then again, the SurfaceLights happened, which were first seen there. Was the smooth terrain there? I don't remember. :( |
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drahsid5
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| Joined: 13 May 2011 |
| Total Posts: 3937 |
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| 24 Jun 2015 07:21 PM |
300x300 pixels? Are you sure? But that's fine. I doubt anything will make my Gtx 980 drop a frame :p I'm currently working with the calculations. |
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| 24 Jun 2015 07:35 PM |
Yeah.
Just having 90,000 GUIs lags (300x300), let alone changing the color of every single one of those every frame.
It's even worse if you make the system have even the most basics of rendering stuff. Lua is interpreted - it is really inefficient that way. The most basics of rendering would be: - Unprofessional support for seeing through transparent blocks, hopefully with amateurish tinting of the pixel. - The sides of blocks facing the sunlight being lighter than those facing away, not necessarily even having each face a different shade (Realistically, even sides facing the sun would be slightly different shades because of diff. angles) This is far more inefficient than just having the GUIs (Which already lags)
If you want to go slightly more advanced, it might lag even more. More advanced stuff: - Better tinting and shading of translucent and opaque parts. - Custom skybox rendering (Which normally would be hard to do) - Basic reflections.
If you REALLY want to lay it on the CPU, do this: - Shadows - Rendering of meshes correctly (Roblox hat/gear meshes would impair the memory too I'll wager) - Ambient reflected light (So that pixels near something green would be slightly green, based on geometry) - Realistic reflections and lenses, so that convex/concave shapes bend light. |
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drahsid5
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| Joined: 13 May 2011 |
| Total Posts: 3937 |
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| 24 Jun 2015 07:38 PM |
Yeah, Lua Interpreted code runs slower, which could make this laggy. I wish the would allow some of us to write in C++ to do things like this much more efficiently. |
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TimeTicks
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| Joined: 27 Apr 2011 |
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| 24 Jun 2015 07:41 PM |
| the roblox game engine obv doesn't support this...yet |
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BowtieMod
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| Joined: 01 Apr 2013 |
| Total Posts: 804 |
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| 24 Jun 2015 07:45 PM |
I'm working on a method right now. It's turning out nicely:
ht tp://img ur.co m/gNqQj7x |
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drahsid5
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| Joined: 13 May 2011 |
| Total Posts: 3937 |
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| 24 Jun 2015 07:45 PM |
^ If it did then it'd be on by default. I'm writing my own iteration of it myself. |
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drahsid5
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| Joined: 13 May 2011 |
| Total Posts: 3937 |
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| 24 Jun 2015 07:48 PM |
@BowTie Looks interesting. ROBLOX is on Linux now?! :o
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BowtieMod
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| Joined: 01 Apr 2013 |
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| 24 Jun 2015 07:53 PM |
It looks so hot right now
@drahsid5 Running with RLW o3o |
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drahsid5
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| Joined: 13 May 2011 |
| Total Posts: 3937 |
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| 24 Jun 2015 07:54 PM |
I had no idea that existed until just now. So Disappointed. |
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BowtieMod
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| Joined: 01 Apr 2013 |
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| 24 Jun 2015 08:47 PM |
It looks not so hot and runs sluggish ;c
htt p://img ur.com/Ln Jy8Wh
I could probably get it to look better with more tweaks, but I'm not too optimistic :u |
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drahsid5
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| Joined: 13 May 2011 |
| Total Posts: 3937 |
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| 24 Jun 2015 09:01 PM |
| What kind of tweaks does it need? |
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BowtieMod
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| Joined: 01 Apr 2013 |
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| 24 Jun 2015 09:16 PM |
Just random settings
Number of samples, size of samples, etc.
I can't really improve it much because the algorithm runs in roughly O(nm), where n and m are the width and height of the viewport. |
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drahsid5
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| Joined: 13 May 2011 |
| Total Posts: 3937 |
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| 24 Jun 2015 09:48 PM |
| Can't you just use camera.FeildOfView? |
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