I finished version 1.1 beta 1: Download
Preview image:
Example video: Link
This version got a lot larger than originally planned. The renderer now supports clustered shading which allows for thousands of point lights. I plan to extend this for spot lights as well in the future. Note that performance will degrade the more lights have overlapping ranges.
I also added the option to replace those fake lights from FL with real point lights and a much better glow effect using real sphere geometry and PBR bloom. The range of such a point light is three times the glow size. The size of the sphere is the bulb size. You can find those values in DATA\EQUIPMENT\light_equip.ini.
Additionally I implemented automatic camera exposure (was needed, because the scenes are now darker because of all the other fixes). This is an early version and probably will need some more improvements. But it is quite usable already.
There have been many internal changes (more reversed stuff, optimizations and bug fixes, some rewrites (I even wrote test cases for verification (!)), etc.), which will be very helpful for future versions. For that reason I decided to increase the version number to 1.1.
Because of all the changes the graphics again look a lot better than before (you should notice it especially when comparing with older versions).
As always I am looking forward to your feedback
List of changes:
- Added clustered shading which allows thousands of point lights (will hopefully be extended to spot lights later on)
- Added option to replace fake lights from FL with real point lights
- Added much better glow effect when replacing fake lights with real lights using sphere geometry and PBR bloom
- Added automatic camera exposure (early version for testing)
- Added the option to use precise SRGB colour conversion which improves colours a lot (for transparency this is now always enabled since it caused wrong colours)
- Special lights e.g. from explosions etc. are now recognized and will be used automatically
- Many internal changes which will be helping a lot in future versions (e.g. used material types etc. are now known)
- When using glass materials without textures glass PBR settings are now applied automatically
- Improved appearance of light scattering
- Light range is now more similar to original FL light range (was too bright previously)
- Various optimizations and bug fixes