HDR/DLR requirements?
by Martin Schultz · in Torque Game Engine Advanced · 09/11/2006 (9:09 am) · 6 replies
I tried to get HDR/DRL running on my notebook (running a X600 ATI, 64 MB) and from what I read on the TDN pages, HDR is only available to Pixelshader 3.0 cards and the next fallback, DRL, is available to those cards capable of 2.0 shaders. From what I found my card is capable of running 2.0 shaders (like the 2.0 water shader), but I haven't noticed and fancy blooming/oversatuation in the sky, although I enabled them in the sun datablock.
So, is there any other requirement a card needs to fulfill to run DRL? Is every 2.0 shader card capable of running DRL?
So, is there any other requirement a card needs to fulfill to run DRL? Is every 2.0 shader card capable of running DRL?
#2
(screenshot from the terrain water demo)
09/12/2006 (9:57 am)
Thanks for the reply John. Yes, an echo($pref::LightManager::sgUseDynamicRangeLighting); in the console returned "1" and as you can see in the screenshot, all the DRL/HDR options are activated. Is there something put into the console log from what I can see if DRL is available or not?(screenshot from the terrain water demo)
#3
09/12/2006 (9:58 am)
BTW, here's the output from the console log:Video Init:
DirectX version - 9.0
Direct 3D device found
Cur. D3DDevice ref count=1
Pix version detected: 2.000000
Vert version detected: 2.000000
Initializing GFXCardProfiler (D3D9)
o Vendor : 'ATI Technologies Inc.'
o Card : 'ATI MOBILITY RADEON X600 (0x3150)'
o Version: '66.31'
- Scanning card capabilities...
GFXCardProfiler (D3D9) - Setting capability 'autoMipMapLevel' to 1.
GFXCardProfiler (D3D9) - Setting capability 'maxTextureWidth' to 2048.
GFXCardProfiler (D3D9) - Setting capability 'maxTextureHeight' to 2048.
- Loading card profiles...
- Loading card profile profile/D3D9.cs
- Loading card profile profile/D3D9.ATITechnologiesInc.cs
- No card profile profile/D3D9.ATITechnologiesInc.ATIMOBILITYRADEONX6000x3150.cs exists
- No card profile profile/D3D9.ATITechnologiesInc.ATIMOBILITYRADEONX6000x3150.6631.cs exists
Executing common/ui/defaultProfiles.cs.
Executing common/ui/ConsoleDlg.gui.
Texture Manager
- Approx. Available VRAM: 67108864
- Threshold VRAM: 67108864
- Quality mode: low
Executing common/ui/LoadFileDlg.gui.
#4
09/12/2006 (11:09 am)
Can you post a screenshot of your sun's setting?
#5
I edited the DRL and Tone Mapping now in the gui and it worked pretty flawlessly! It's cool to see how tone mapping and DRL works when turning it on and off in realtime! Awesome work!
John, thanks for your patience :-)
09/12/2006 (12:27 pm)
Oh man, I feel so stupid. I modified the sun settings by hand in the mis file and not in the gui and guess what - I had the wrong file open. Aaaaaaaahh - such a stupid mistake... :-)I edited the DRL and Tone Mapping now in the gui and it worked pretty flawlessly! It's cool to see how tone mapping and DRL works when turning it on and off in realtime! Awesome work!
John, thanks for your patience :-)
#6
09/13/2006 (4:16 am)
No problem :)
Torque Owner John Kabus (BobTheCBuilder)
DRL should work on any ps2.0 card. HDR requires floating point buffer blending, which many, but not all, ps3.0 cards support.