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Antialias in 1.32.2.12 
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Joined: 2016-06-19 21:33:37
Posts: 384
Location: Columbus area, OH, USA
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While trying out the .12 release, I have noticed two things. One, I assume can be attributed to the new tone mappers. Colors in shadows, while using PBR, look odd, more reddish, perhaps amplified by the the fact that anti-alias does not seem to be applied. I can turn off the new tone mappers but anti-alias still seems like it is not working. I have mine currently set to 4x but 8x or 16x looked the same.

Some links to show .12 vs .11, especially along the sides of my legs:
Image
Image

Code:
Cool VL Viewer v1.32.2.12, Sep  7 2024 13:40:32
Release notes

You are at 277789.6, 255909.2, 21.7  in Muddy Run located at
simhost-0d53d0561cd44b00d.agni.secondlife.io (35.86.93.241:13000)
Alias: ec2-35-86-93-241.us-west-2.compute.amazonaws.com
Second Life Server 2024-07-22.10048683488
Release notes

CPU: AMD Ryzen 7 3700X 8-Core Processor (4374 MHz)
Memory: 64215MB
OS version: Linux-x86_64 v6.10.7-200.fc40.x86_64
Memory manager: jemalloc v5.3.1-20240906
Graphics: NVIDIA GEFORCE GTX 1080 TI/PCIE/SSE2
OpenGL version: 4.6.0 NVIDIA 560.35.03
Detected VRAM: 11264MB
J2C decoder: OpenJPEG: 1.4.0.635f
Audio driver: OpenAL v1.1 ALSOFT 1.23.1 (OpenAL Soft: OpenAL Soft)
Networking backend: libcurl 7.47.0/OpenSSL 1.0.2u/zlib 1.3.0.zlib-ng
Browser plugin: Dullahan 1.13.2/CEF 128.4.5/Chromium 128.0.6613.18
Packets lost: 0/8401 (0.0%)

Built with: GCC v8.3.0
Compiler-generated maths: SSE2.

Compile flags used for this build:
-O3 -fno-delete-null-pointer-checks -fno-ipa-cp-clone -fno-align-labels -fno-align-loops -fsched-pressure -frename-registers -fweb -fira-hoist-pressure -DNDEBUG -std=c++17 -fno-stack-protector -U_FORTIFY_SOURCE -fno-threadsafe-statics -fPIC -pipe -g -gdwarf-4 -fno-var-tracking-assignments -fexceptions -fno-strict-aliasing -fvisibility=hidden -fsigned-char -m64 -mfpmath=sse -fno-math-errno -fno-trapping-math -pthread  -DLL_LINUX=1 -DLL_JEMALLOC=1 -DLL_FMOD=1 -DLL_OPENAL=1


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2024-09-07 15:18:00
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Joined: 2009-03-17 18:42:51
Posts: 5912
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Anti-aliasing or tone mapping are not the problem. The problem is a bogus change I made around the CAS shader (as a result, it wrongly uses the non-anti-aliased buffer as an input)...

This will be fixed in next release. In the mean time, disable the "Sharpen shader after AA" option in the Graphics settings, when using the PBR rendering mode.


2024-09-07 15:36:50
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Joined: 2016-06-19 21:33:37
Posts: 384
Location: Columbus area, OH, USA
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Henri Beauchamp wrote:
This will be fixed in next release. In the mean time, disable the "Sharpen shader after AA" option in the Graphics settings, when using the PBR rendering mode.
Unticking that helped with the 'jaggedness'. Colors in shadows, especially at night from moonlight, still seem off somehow but I'll wait until the fix goes in for the known issue before further testing. Thanks.


2024-09-07 15:47:36
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ZaneZimer wrote:
Colors in shadows, especially at night from moonlight, still seem off somehow
Since tone mapping has changed (from ACES to Khronos neutral), it is normal that colors changed... You can restore the ACES tone mapping from the new options in the Advanced -> Rendering -> Deferred rendering menu.
Be aware that depending whether the EE setting in force is a PBR-aware one or a legacy one (and depending whether or not "Adjust HDR for legacy" is on or not for the latter), and also depending on the "Exposure" mode (auto, 150% 100%, 50% etc), you will get variable results.

However, this is not a bug, unlike the CAS shader bug.


2024-09-07 15:57:25
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Joined: 2016-06-19 21:33:37
Posts: 384
Location: Columbus area, OH, USA
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Henri Beauchamp wrote:
ZaneZimer wrote:
Colors in shadows, especially at night from moonlight, still seem off somehow
Since tone mapping has changed (from ACES to Khronos neutral), it is normal that colors changed... You can restore the ACES tone mapping from the new options in the Advanced -> Rendering -> Deferred rendering menu.
Be aware that depending whether the EE setting in force is a PBR-aware one or a legacy one (and depending whether or not "Adjust HDR for legacy" is on or not for the latter), and also depending on the "Exposure" mode (auto, 150% 100%, 50% etc), you will get variable results.

However, this is not a bug, unlike the CAS shader bug.

I did notice that 'Adjust HDR for legacy' makes a difference, which I had enabled. I use auto for Exposure mode. I will try out various combos of settings to see what effect they have and settle on something that looks 'nice to me'.


2024-09-07 16:02:50
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For people compiling the viewer themselves, they can use the attached patch on v1.32.2.12 sources to fix the issue.

Others may simply disable the "Sharpen shader after AA" option in the Graphics settings, when using the PBR rendering mode.


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2024-09-07 16:53:13
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Joined: 2009-03-17 18:42:51
Posts: 5912
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Bug fixed in today's release (v1.32.2.13).


2024-09-14 08:58:34
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