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PBR and traffic

Discussion in 'General Discussion' started by swift502, Oct 30, 2018.

  1. Littleturdlet

    Littleturdlet
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    Feb 12, 2017
    Messages:
    239
    Tdev said a while ago they can't change to a newer version of t3d.
    https://www.beamng.com/threads/torque3d-4-0-will-have-pbr-more.28281/#post-408221
     
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  2. TechnicolorDalek

    TechnicolorDalek
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    how about smashing that "why can't my high end gpu render as many cars as my middle-end cpu can simulate" button first eh
     
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  3. Nadeox1

    Nadeox1
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    Spinning Cube
    BeamNG Team

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    14,697
    That material is still relevant, I would not have linked to that else :)
    There's many implications with switching to PBR now (I've explained this also in another thread not long ago)_

    One of that is fixing/adjusting the gamma conversion, which is at the very base of a graphics engine ( in the PBR era this is important, before that not so much )
    Here you can find a nice article that explains that: http://filmicworlds.com/blog/linear-space-lighting-i-e-gamma/

    Fixing that is very possible, although all the assets that was made so far will look wrong, and needs to be adjusted.
    This is quite some work, but most important it will break pretty much all mods that has meshes/textures (break as in, they will look very wrong).

    So yeah, PBR is surely fantastic and I'd be eager to have that, but it stays research material for now. Perhaps in the future ;)

    The reason for that is that our engine started as a fork of T3D to then change further from what the stock T3D is. There are a lot of custom changes and improvements made to fit our changes.
     
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  4. swift502

    swift502
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    Oct 30, 2018
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    Yeah that's understandable. Would there be any way at all for me to experiment with my own shaders? Or is it too much of a wishful thinking... :D

    Edit: could it be this easy?...

    upload_2018-11-1_18-10-27.png

    Edit2:
    https://www.beamng.com/threads/custom-shaders.58883/#post-952857
     
    #24 swift502, Nov 1, 2018
    Last edited: Nov 1, 2018
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