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Very bright dynamic lights on some maps #61

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Viech opened this issue Dec 12, 2017 · 15 comments · May be fixed by #1425
Open

Very bright dynamic lights on some maps #61

Viech opened this issue Dec 12, 2017 · 15 comments · May be fixed by #1425

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@Viech
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Viech commented Dec 12, 2017

From Unvanquished/Unvanquished#1010:

Screenshots:

unvanquished_2017-06-01_193056_000
unvanquished_2017-06-01_193102_000

Here's map where it happens (I needed to put pk3 in another zip to stop github from complaining):

map-tremtest_1.0.pk3.zip

For me this bug happens on 0.50. @illwieckz says that he has this bug on master.

Crossposting it here since it looks like a postprocessing issue to me.

@Viech Viech added the T-Bug label Dec 12, 2017
@illwieckz
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I still reproduce the bug on master.

@ghost
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ghost commented Dec 30, 2021

I believe this is fixed?

@illwieckz
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I still reproduce it on Mesa radeonsi driver.

@ghost
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ghost commented Dec 31, 2021

could you update the root post to make it explicit which hardware you use? This seems to be important for that bug.

[edit]
I added the GPU-Radeon tag

@ghost ghost added the GPU-radeon label Dec 31, 2021
@Viech
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Viech commented Dec 31, 2021

I've been on Nvidia when I reported the issue.

@ghost ghost added the GPU-NVidia label Dec 31, 2021
@ghost
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ghost commented Dec 31, 2021

Interesting. I'd be surprised if only intel would not have it, so there must be something else causing the issue.

@Viech
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Viech commented Dec 31, 2021

Oh, nevermind! This hasn't happened to me; I just moved the issue here!

@illwieckz
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illwieckz commented Jan 1, 2022

We already have a GPU-AMD label so I replaced GPU-radeon with it (Radeon = AMD). I'm not sure this bug is Radeon-specific though.

To reproduce the bug, one should enable dynamic lighting (r_dynamicLight 1).

@illwieckz
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illwieckz commented Jan 1, 2022

The test map is a map done by @FreeSlave, who is known to use J.A.C.K. editor, which only supports a map format upstream NetRadiant doesn't support yet.

It means the map was compiled with tools we don't use ourselves, like @FreeSlave's own branch there: https://github.com/FreeSlave/GtkRadiant/tree/map220_netradiant

So it's also possible the map compiler that was used had a bug and the produced BSP file is buggy, but I don't know how to verify it.

@Viech
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Viech commented Jan 1, 2022

To my eyes this looks much more like an issue with our real time shadows though. Possibly a NaN/DBZ issue?

@illwieckz
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illwieckz commented Jan 2, 2022

Our tiled renderer does not support real time shadows yet (and no one is working on them). So it's very unlikely a bug is in real time shadow: they're expected to not be rendered at all.

The forward renderer which had real time shadow code (feature I never seen working correctly anyway) is now deprecated and disabled by default. See also:

@illwieckz illwieckz moved this to To do in Unvanquished Jul 12, 2024
@VReaperV
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VReaperV commented Aug 4, 2024

This looks like the same issue as the incorrect dynamic light in one of the basement rooms in https://users.unvanquished.net/~sweet/pkg/map-hq-beta28_0+0.dpk.

@VReaperV VReaperV removed the GPU-AMD label Oct 25, 2024
@VReaperV
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VReaperV commented Oct 25, 2024

Removing the AMD label because this is either an engine or map bug.

@VReaperV
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VReaperV commented Nov 3, 2024

@VReaperV VReaperV changed the title Pixelated high contrast map lighting. Pixelated high contrast map lighting Nov 3, 2024
@VReaperV
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VReaperV commented Nov 3, 2024

Apparently this is indeed the same issue as on hq-beta28, and is caused by dynamic lights.

I've looked into it and apparently in both cases the lights have way too colours and large radius:
hq-beta28:
image
While tremtest has 2 similar lights, but with radius 300

For comparison, dynamic lights produced by the pulse rifle have colour {1.49, 1.49, 1.49} and radius 25.

Here's how this looks on hq-beta28:
image

@VReaperV VReaperV changed the title Pixelated high contrast map lighting Very bright dynamic lights on some maps Nov 3, 2024
@VReaperV VReaperV linked a pull request Nov 9, 2024 that will close this issue
@VReaperV VReaperV linked a pull request Nov 9, 2024 that will close this issue
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4 participants