How come Debris does not use volume shadows?

category: general [glöplog]
Portal Process fantastic demo "don't stop" is so fluid, run quite well with old PC system.

So im asking, when doing product like Debris, why shadows are not "volume shadows" instead of real time shadows?
added on the 2007-11-17 12:44:10 by moredhel moredhel
go fuck yourself.
added on the 2007-11-17 12:57:48 by bzz bzz
I managed get an answer, beer to you bzz
added on the 2007-11-17 13:07:06 by moredhel moredhel
Isn't volume shadows realtime? ;)
And debris is using volume shadows..
added on the 2007-11-17 13:08:04 by Psycho Psycho
Is it?

How come it so slow if shadows enabled?
added on the 2007-11-17 13:13:24 by moredhel moredhel
ban him. he annoyed most #atariscne guys...
added on the 2007-11-17 13:15:09 by uns3en_ uns3en_
If i remember this right, chaos/ryg said that their shadow routine needs some tweaking.

Portal Prosess "don't stop" demo uses volume shadows. If Debris uses volumes, then its badly coded, compared to "don't stop" demo.

I mean shadows only.
added on the 2007-11-17 13:18:07 by moredhel moredhel
@waremies aka un3en_

Heh, banning me is like hacking you.

added on the 2007-11-17 13:24:51 by moredhel moredhel
I agree that "Don't Stop" is a fantastic demo and the Portal Process guys are brilliant in every way (yes, that includes sexual prowess). The music rules as well.
added on the 2007-11-17 13:42:26 by gloom gloom
if i'm not completely mistaken, don't stop uses shadow maps, not shadow volumes. debris, OTOH, does use shadow volumes, which are relatively slow primarily because the scenes are very shadow-volume-unfriendly (tons of silhouette edges and wide open spaces). the shadow "routine" is pretty good and certainly not the reason for the slow speed in some scenes, that's a pure fillrate issue. i'm not really happy with the shadow code in debris because a) it's the wrong technique to use for this type of scene, b) it means we have to do a lot of vertex processing on the cpu side, which both sucks (don't start with gpu shadow volume extrusion, NOT a good idea when you have >150mb of geometry data already). we used SVs because that lighting pipeline was there and well-tested (and also what fiver2 had started out building scenes with). ultimately, it's a very bad idea to switch your basic tech in the middle of a project, so we stuck with it.

now, tbh, based on your previous posts i don't expect you to understand a word of this, but it was worth a shot.
added on the 2007-11-17 14:20:14 by ryg ryg
Yeah, ryg, noone can understand what you're talking about!

Shadow volumes? Vertex processing? Are these things edible?
added on the 2007-11-17 15:48:52 by NeARAZ NeARAZ
And more importantly.. can they be smoked?
added on the 2007-11-17 15:55:20 by Preacher Preacher
nearaz/preacher: i think. they are. clouds over north dakota... the waves. they perform admirably.
added on the 2007-11-17 16:23:27 by ryg ryg
or pickled?
it's easy to make it faster and better looking though:

just turn this ->
BB Image
added on the 2007-11-17 19:20:44 by Gargaj Gargaj
I completely agree with Ryg: Debris sucks! :o)
added on the 2007-11-17 20:32:22 by oxb oxb