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Letzte Beiträge - Seite 1744

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EverthangForever
Mitglied seit in Oct 2009
4469 Beiträge

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Alles über iStripper
5. September 2015, 5053 antworten

With kind permissions of @Number6 & @yidincrete here are 4 diagnostic scenes for VGHD Forum members experimenting with Shadertoy.com's BoyC-TheCave fragment shader.

It comprises VGHDPlayer scenes for sampler2D textures set to convert to 1920 x 1200 size in order to study the effect of texture reduction and texture tiling by the VGHDPlayer with various native size textures (picture files).

The provided native sizes below are labelled within each test graphic and they are all installed in the same name-tree listing here for ease of comparison. The original textures provided in other subdirectories have been inverted and mirrored variously in x and y dimensions foreshadowing possible further/future work required on the shader code by others. Test sizes are:

1920 x 1200
5112 x 2880
7673 x 4305

Texture labels have been differently applied. Some are on transparent areas to display what is running below the shader quad and some are not.

It is a quest to understand how tiling of textures can be declared better in the code. How this and other effects could be improved & structured to be manipulated by uniforms so we can easily observe more interesting convoluted 3D dynamic wrappings without excessive strain on the GPU. It is hoped scene/shader test-sets like these may inspire further improvements and perhaps even lead to development of a 'Tunnel B' type shader project later on.

Zip is in the share http://www.virtuagirl.com/forumPost.php?foId=3&ftId=29408&storageRemovePostItem=1&gotolastpage=1#post479195 thread. Thanks @Number6, @yidincrete, @HSS. You guys rock !!
EverthangForever
Mitglied seit in Oct 2009
4469 Beiträge

Discussions for Scenes for Version 1.2.X Fullscreen Mode here

Alles über iStripper
3. September 2015, 5053 antworten
@Number6,
in line 163 of the current shader remix
vec3 p2=(Posm1+Pos+Posm1+Pos)/4.0;
the Pos & Posm1 settings can be changed back to
vec3 p2=(Posm1+Pos)/2.0;
My guess is you would have already tried that and possibly many other reduction tweeks to cure the stutter.
We really need @TheEmu to suss this shader out & it would help if he can elaborate further the difference of this coding approach with the Elias~IceCave example. Perhaps by breaking down the IceCave code with // functional comments to compare with BoyC's code & shed some light on the congestion gremlins.
Wrt the competition comments, I tend to agree with you..the last thing I'd want to do is mark-down anyone who is trying to make any sort of fist of coding adjustment, especially newbies. My own motivation comes from obligations I feel, to honour the enormous time put in earlier by the likes of @Wyldanimal, @TheEmu & others here..when they were otherwise busy & really didn't have to do it. @TheEmu said he will return to complete the realtime setting panels project sometime..so we can only hope.
@HSS, oh great news...😄
if you have my last remix of BoyC's code running, I'm keen to know what iteration rate are you currently using at line 141 ?
const float numit=128.0; //raymarch precision
also line 184, increased pi to 8 decimal places..
vec3 ld=lp-Pos*tpn*3.14159265*n*3.14159265; //light direction as a function of tpn, n & pi ~ET
in my rig changing the line 79 on the shader to..
vec2 pos=Position(p.z,a,b,c,d)/0.96858;
should adjust the distance of the Tunnel slice very slightly
equivalent to (100-pi/100). I've found its a good place there to play around with reducing pixillation of 'distant' parts of the scene texture. I have more smoother plane gradients in 'deeper' views generally now on 128 iterations (less jaggies), but the humble division above seems to just smooth out distance effects a tad slicker.
I've had the odd freeze, however hitting the "S" key + the time to go make a coffee ~ usually finds play restored & underway ok :-)