Feature: Backport env_projectedtexture volumetric lighting code from Revolution dev branch
Which component should be improved?
Other
Describe your suggestion
Alright, look, yes I am fully aware about the yellow flash bug thing.. but still. I love Volumetric Lighting, and I absolutely gasped over it every single time it has shown its face in Portal: Revolution. So for me it's basically a necessity for it to be in P2:CE, it's by FAR my most anticipated feature of all time.
Buuuuut yeah as said earlier yeah I'm aware of the yellow flash bug.. so I thought of a simple solution to that! Why not just implement it now while warning all Beta Testers about the yellow overlay bug as a sort of "Experimental Feature", so that at least we have some good-looking volumetrics for Maps who don't use Gels as a main mechanic (which is at least a big portions of all Maps) And once a fix for the bug is found, then a hotfix for P2CE (in like a year or two) could be sent in order to turn this Experimental Feature into a Feature.
We can probably backport this from Revo since it already has its own volumetric lighting impl.
Revolution's implementation is really good. And implementing it into P2:CE will make the upcoming mod and the lighting even better. But that's only a matter of time.
It's already a thing. Even Portal: Revolution has this graphical feature, and that's beautiful!
The previous volumetric lighting impl in Strata was originally an SFM-exclusive shader that only worked on DX9 mode, and was not brought over to DX11 due to the way Valve shoddily set it up - based on my SFM experience, it had to be used very sparingly because you'd suffer from major perf issues if there's too much of them strewn around the map.
The variant in Revo AFAIK is a ground-up rewrite. We have internal plans to bring this over from their codebase; they just haven't been carried out yet.
The previous volumetric lighting impl in Strata was originally an SFM-exclusive shader that only worked on DX9 mode, and was not brought over to DX11 due to the way Valve shoddily set it up - based on my SFM experience, it had to be used very sparingly because you'd suffer from major perf issues if there's too much of them strewn around the map.
The variant in Revo AFAIK is a ground-up rewrite. We have internal plans to bring this over from their codebase; they just haven't been carried out yet.
small question, did the plans change in any way because of clustered being added, or are there still plans to just use revo's implemenation, and would the volumetric lighting even work with clustered, just curious tbh
With the move to clustered, the revo volumetrics were incompatible. They'll need to be changed substantially to work with the new system.
if we can get volumetrics in clustered one day that would be an absolute gamechanger