Using Shader Model 3.0

Insights into the development of Project Reality.
papadanku
PR:BF2 Developer
Posts: 31
Joined: 2021-04-09 08:13

Using Shader Model 3.0

Post by papadanku »

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Hello all,

There are comments about how Project Reality's graphics are dated. However, recent updates have shown us that Project Reality has potential for graphical enhancements without using third-party tools such as ReShade. I will discuss a technical upgrade to Project Reality: the adoption of Shader Model 3 (SM3).

What is a shader model?

A shader model determines our capabilities and limitations when programming shaders. A shader model also determines how the shader compiler compiles shader code. Each shader model version has more capabilities and less limitations than the previous version.

What we did

We rewrote and documented Battlefield 2’s shaders for SM3. This endeavor was difficult because it was done by one person and there was a lack of resources about BF2's shaders. Thankfully, members from the Forgotten Hope 2 team were able to share knowledge on how BF2 renders things.

Why Shader Model 3?

SM3 introduces more DirectX features that we can use for Project Reality. Below is a truncated list on what SM3 brings to the table for Project Reality.
  • Derivative instructions
  • Dynamic branching (useful for soft shadows and parallax mapping)
  • High precision shading
  • Higher register and instruction limits
  • Special texture instructions (useful for sharper texture filtering)
  • Vertex textures (useful for 3D water/terrain)


Conclusion

Project Reality has potential for graphics upgrades by changing only the game’s shaders. We plan to make these new shaders permissible for other people to use and modify for their own modifications (and maybe their own games :wink:). I want to thank the Forgotten Hope 2 team again for providing information that helped us make this change sooner than expected.

Have a happy 2023!

[R-DEV]papadanku
Strepto
Posts: 55
Joined: 2011-03-13 21:49

Post by Strepto »

Very cool. The work on circular fog and logarithmic Z-buffer are all great. If you are able to improve further that would be fantastic :)
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bad_nade
Support Technician
Posts: 1341
Joined: 2008-04-06 18:26
Location: Finland

Post by bad_nade »

You guys are relentless :15_cheers And the ole Refractor engine keeps on giving.
Valmont
Posts: 159
Joined: 2014-10-21 13:43

Post by Valmont »

I can't believe what you guys keep on achieving with this engine! Hopefully a shader update could result in longer viewdistances in general.

Specially looking forward for a shader that allows pilots to always see the ground no matter their altitude. And I don't mean the vehicles/units/buildigs, those must disappear after certain range but just the terrain must be always visible no matter the altitude. Just like on a real plane no matter if you are 30.000 feet in the air you always see the ground.

The most annoying or at least the most "age showing" engine limitation is how the ground turns into fog when you are on an air asset.

Anyways, keep on doing your magic guys!
LEGIYA
Posts: 160
Joined: 2017-07-04 23:02

Post by LEGIYA »

Why not making it core, meaning that it will be a core part of the game that everyone has and can't change it? So that everyone is on the equal ground.
papadanku
PR:BF2 Developer
Posts: 31
Joined: 2021-04-09 08:13

Post by papadanku »

LEGIYA;bt11798 wrote:Why not making it core, meaning that it will be a core part of the game that everyone has and can't change it? So that everyone is on the equal ground.
The new shaders are now part of the core game. People can still change such shaders, but they cannot launch the game with locally modified shaders :v

Appreciate all the feedback everyone
Anthony817
Posts: 172
Joined: 2007-10-26 21:28

Post by Anthony817 »

Wow, my mind is literally blown! It never ceases to amaze me what the guys at PR and FH2 can coax this ye olde engine to do. Mad kudos on making these developments available to the wider modding community as well. Upstanding folks you all are!

I always wished for total removal of fog, and normals being able to be used in ground textures, but parallax sounds way more promising!

The FH2 guys responsible for their amazing shaders did outstanding work. I always loved the fact they had some of the best features that nobody ever could seem to replicate in any other mods.

Please do keep us updated! This is going to be such an amazing gesture to the modding community at large. Thank you to all involved and who continue to modernize the Refractor 2 engine!

Any ETA on when this stuff will be disclosed to the community? Excited to take my mod Battleground 44 to the next level graphically. XD
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mwl
Posts: 1
Joined: 2023-03-30 15:13

Post by mwl »

Glad the update is going smoothly! Will go tell my friends about the update
periodtour
Posts: 4
Joined: 2023-04-19 01:10

Post by periodtour »

The new shaders are now an integral element of the game. Such shaders can still be modified, but THIS game cannot be launched with a locally modified shader.
kamron21
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Post by kamron21 »

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Shose1948
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Post by Shose1948 »

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HaruEdwards
Posts: 1
Joined: 2023-05-22 13:43

Post by HaruEdwards »

It's great to hear that Project Reality is exploring potential graphical enhancements through the adoption of Shader Model 3 (SM3). Shader models play a crucial role in determining the capabilities and limitations of programming shaders, and upgrading to SM3 can bring a range of benefits.

By rewriting and documenting Battlefield 2's shaders for SM3, Project Reality opens up new possibilities for DirectX features and improvements. The introduction of derivative instructions, dynamic branching, high precision shading, higher register and instruction limits, special texture instructions, and vertex textures can significantly enhance the visual quality and realism of the game.

The efforts of the Project Reality team, even with limited resources and the challenge of working with BF2's shaders, showcase their dedication to improving the graphics of the game. Collaboration with the Forgotten Hope 2 team, who shared their knowledge on BF2's rendering techniques, is commendable and has helped expedite this change.

Moreover, Project Reality plans to make these new shaders accessible for others to use and modify for their own modifications or even their own games. This move promotes community involvement and allows for further innovation and customization within the gaming community.

Overall, the adoption of Shader Model 3 in Project Reality demonstrates the team's commitment to advancing the game's visuals and providing an enhanced experience for players. SEO Cincinnati
bobbrencher01
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Post by bobbrencher01 »

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AraHeusaff
Posts: 1
Joined: 2023-05-30 18:13

Post by AraHeusaff »

The adoption of Shader Model 3 (SM3) in Project Reality has brought potential for graphical enhancements without relying on third-party tools like ReShade. Shader models determine the capabilities and limitations when programming shaders, and each version introduces more features and fewer restrictions.

In this upgrade, the team rewrote and documented Battlefield 2's shaders for SM3. Despite the challenges of having limited resources and a single person working on it, knowledge shared by members of the Forgotten Hope 2 team on how BF2 renders things proved valuable.

Shader Model 3 offers several advantages for Project Reality, including derivative instructions, dynamic branching for soft shadows and parallax mapping, high precision shading, increased register and instruction limits, special texture instructions for sharper texture filtering, and support for vertex textures, which can be useful for 3D water/terrain effects.

The goal is to make these new shaders accessible for others to use and modify in their own modifications or games. The team expresses gratitude to the Forgotten Hope 2 team for their assistance, which enabled them to implement this change earlier than anticipated.

Overall, this technical upgrade showcases the potential for graphical improvements in Project Reality by focusing on the game's shaders. drain cleaning fort lauderdale
andrewmc
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Miranda34
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Joined: 2023-06-05 02:27

Post by Miranda34 »

Given that this is still an experimental feature, it is vital to refer to the discussion concerning such feature. It's not extensively documented yet because it's not yet a release feature; you're uno online essentially playing with ALPHA features.
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Post by adamschule85 »

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