Added: 4 years ago
From: Danial79
Views: 4,088
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  • realtime? 'Cause if it is, openGL can suck it!

  • @superkellerman8D Do you know what you're talking about? You can do real time shadows in OpenGL also.

  • @danielnathana not soft shadows! and when i say soft shadows i mean relative softness (aka hard edge closer to the object soft further away)

  • @superkellerman8D Yea OpenGL can do soft shadows real time. There are examples with sources on the OpenGL website.

  • @danielnathana So it seems. There is a very easy-to-find example on opengl.org about how to do correct penumbra shadows. Still, DX11 can do tessellation. And it is much faster.

  • @superkellerman8D Yep. OpenGL can do that too, easily done using the OpenGL Utility Library.

  • @danielnathana huh. I thought it wasn't updated since the 90's? Or is it one of those things that is always updated but it doesn't have specific versions?

  • @superkellerman8D I'm think they've updated it in OpenGL 4.0. But I do believe Direct3D does it better.

  • what is the name of the tool that you used to make this testenvironment?

  • Wow, how can that give such a framedrop? Hehe looks pretty realistic though.

  • Looks to me like they're varying the filter width and blending between two results when doing the accurate algorithm, whereas the fast one only uses a single filter width. So it looks almost as though it's running half the speed because they have to do the search loop twice from two starting points.

  • Yeah, it looks great. But the 15 fps (Accurate mode) and 28 fps (Fast mode) for this simple scene is *ugh* on a 8800.

  • No that exciting, I know, but they are better than current game shadows.

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