Hides the light's dynamic refresh rate field in the editor #1824

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Areloch commented Nov 10, 2016

Hides the light's dynamic refresh rate field to avoid confusion, leaving only the static refresh rate field to be edited in reference to #1707

Hides the light's dynamic refresh rate field to avoid confusion, leav…
…ing only the static refresh rate field to be edited.

@Areloch Areloch added the Improvement label Nov 10, 2016

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JeffProgrammer Nov 10, 2016

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i assume this is because dynamic is just updated every frame so no need to change?

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JeffProgrammer commented Nov 10, 2016

i assume this is because dynamic is just updated every frame so no need to change?

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Areloch Nov 14, 2016

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Yep.

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Areloch commented Nov 14, 2016

Yep.

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makes sense to me

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JeffProgrammer commented Nov 14, 2016

makes sense to me

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Duion Nov 15, 2016

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Why hide it? You can also change it for performance benefit, according to my tests you can increase it from 8ms to 15ms without being noticed, this will update it every frame on 60fps base and gives decent performance benefit compared to the 8ms default.

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Duion commented Nov 15, 2016

Why hide it? You can also change it for performance benefit, according to my tests you can increase it from 8ms to 15ms without being noticed, this will update it every frame on 60fps base and gives decent performance benefit compared to the 8ms default.

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Duion Nov 18, 2016

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I don't really know if it makes sense to have those fields at all for each individual mission, since it is more a global variable.

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Duion commented Nov 18, 2016

I don't really know if it makes sense to have those fields at all for each individual mission, since it is more a global variable.

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Areloch Nov 18, 2016

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It can vary by mission. For example, one mission where you have the scatter sky and time of day, you'd want a lower refresh rate so you don't get major jitters, and the another map where the time doesn't change, so you can have a longer refresh rate for some performance gain.

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Areloch commented Nov 18, 2016

It can vary by mission. For example, one mission where you have the scatter sky and time of day, you'd want a lower refresh rate so you don't get major jitters, and the another map where the time doesn't change, so you can have a longer refresh rate for some performance gain.

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Duion Nov 19, 2016

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You need constant refresh rate, since when you turn fast or respawn you see the shadows popping in anyway.
Time of day usually moves so slow, it does not need faster refresh rate.
I see it that either having both fields visible makes sense so you can adapt everything to your needs in each mission or hide both with good default values, that can be individually adapted for the whole game.

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Duion commented Nov 19, 2016

You need constant refresh rate, since when you turn fast or respawn you see the shadows popping in anyway.
Time of day usually moves so slow, it does not need faster refresh rate.
I see it that either having both fields visible makes sense so you can adapt everything to your needs in each mission or hide both with good default values, that can be individually adapted for the whole game.

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Azaezel Nov 19, 2016

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Per-Light values are there for fast moving or animated lights. Slowish refresh rates there would cause shadows to be 'drug along' when in motion.

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Azaezel commented Nov 19, 2016

Per-Light values are there for fast moving or animated lights. Slowish refresh rates there would cause shadows to be 'drug along' when in motion.

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Duion Nov 19, 2016

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The shadows also "drug along" if you yourself are moving, for example turning fast with your mouse view or respawning into the game, I can see shadows popping with the static update rate as low as 50ms, only below that it becomes invisible.

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Duion commented Nov 19, 2016

The shadows also "drug along" if you yourself are moving, for example turning fast with your mouse view or respawning into the game, I can see shadows popping with the static update rate as low as 50ms, only below that it becomes invisible.

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Azaezel Nov 19, 2016

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yeah, https://github.com/Azaezel/Torque3D/tree/shadowCacheCorrection should have the fix for respawning. still eyeballing how best to handle quick turning. probably full on storing off the camera matrix and doing an angle distance check in addition to the position one.

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Azaezel commented Nov 19, 2016

yeah, https://github.com/Azaezel/Torque3D/tree/shadowCacheCorrection should have the fix for respawning. still eyeballing how best to handle quick turning. probably full on storing off the camera matrix and doing an angle distance check in addition to the position one.

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Areloch Nov 22, 2016

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Yeah, I'm taking a look at an angle-test function so we can toss that into the mix as az said. Should help cut back on shadows lagging when you spin around really fast.

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Areloch commented Nov 22, 2016

Yeah, I'm taking a look at an angle-test function so we can toss that into the mix as az said. Should help cut back on shadows lagging when you spin around really fast.

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Areloch Nov 23, 2016

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I'll go ahead and merge this for now, and we can consider the caching correction and maybe bumping the dynamic refresh rate up as separate PRs/issues for organizational purposes.

Whenever we make more proper utilization out of adjusting the dynamic refresh rate, we can always un-hide the field from the editor again.

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Areloch commented Nov 23, 2016

I'll go ahead and merge this for now, and we can consider the caching correction and maybe bumping the dynamic refresh rate up as separate PRs/issues for organizational purposes.

Whenever we make more proper utilization out of adjusting the dynamic refresh rate, we can always un-hide the field from the editor again.

@Areloch Areloch merged commit 6097c48 into GarageGames:development Nov 23, 2016

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