Game Development Community

Tgea 1.7.1 Fsaa + Hdr

by Adam Beer · in Torque Game Engine Advanced · 01/11/2009 (9:16 pm) · 7 replies

I swear in some TGEA version, FSAA and HDR worked together. Am I wrong?

Using sgSun and enabling High Dynamic Range on the client.

#2
01/12/2009 (6:14 pm)
Works on mine with sgSun and HDR (1.7.1), though I still prefer to use Nvidia's settings instead.

Silly question but you do have it "full screen" don't you?
#3
01/12/2009 (6:26 pm)
I have tried with both. My screen has a bunch of weird artifacts on it when I enable FSAA and bloom and HDR.
#4
01/12/2009 (6:27 pm)
New sgSun() {
canSaveDynamicFields = "1";
Enabled = "1";
azimuth = "0";
elevation = "35";
color = "1 1 0.8 1";
ambient = "0.3 0.3 0.3 1";
castsShadows = "1";
useBloom = "1";
useToneMapping = "0";
useDynamicRangeLighting = "0";
DRLHighDynamicRange = "1";
DRLTarget = "0.6";
DRLMax = "1";
DRLMin = "0.5";
DRLMultiplier = "0.9";
bloomCutOff = "0.8";
bloomAmount = "0.35";
bloomSeedAmount = "0.5";
direction = "0 0.954268 -0.298953";
TypeBool locked = "true";
position = "0 0 0";
rotation = "1 0 0 0";
scale = "1 1 1";
};
#5
01/12/2009 (6:37 pm)
I think you need to have DRL on before you can use HDR, at least that's how it gets controlled in the options GUI in-game.
#6
01/12/2009 (6:42 pm)
Enabling/disabling DRL while FSAA is on is what initially causes the artifacts. Enabling HDR just makes it worse. The screen basically turns full white.
#7
01/23/2009 (6:22 am)
lol , dont look into the sun for too long!

I remember before in other games, across many engines where AA wasnt possible with HDR and or bloom. Games like oblivion disabled HDR when aa was enabled... so it might be hardware related?