[Patch] Specular Highlight

Technical discussion for those interested in Supermodel development and Model 3 reverse engineering. Prospective contributors welcome.
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Re: [Patch] Specular Highlight

Postby HarryTuttle » Wed Nov 08, 2017 8:49 am

model123 wrote:I found an image of Fighting Vipers 2 from a scanned image of a magazine


Good catch! :)

Here are some video captures from VHS footage of the real arcade version (the best I could find). In particular, from here you can watch Grace in that stage, albeit the player lost there, so there's no winning pose. But look to the subsequent stage, the one with dinosaur skeleton and the old airplane, where instead he won and didn't skip the winning pose animation.

You can try to replicate those situations and make some comparison.
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Re: [Patch] Specular Highlight

Postby model123 » Thu Nov 09, 2017 7:55 am

Hello Harry

I tried to take a screenshot similar to the scanned image
But I did not get the same pose

Virtua fighter can choose a pose by pushing a button
But I could not choose it with Fighting Vipers
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Re: [Patch] Specular Highlight

Postby Ian » Sun Nov 12, 2017 5:47 am

Hey Harry,
sorry it's taken me so long. Just looking at your last specular patch. Few questions.

If i was to guess what the specular values might be, they would probably look something like what you had before
Code: Select all
expIndex = vec4(8.0, 16.0, 32.0, 64.0);


How did you work out these?
Code: Select all
expIndex = vec4(9.0, 17.0, 40.0, 88.0);


Do you have some visual guides to compare the two against?

This is also very interesting
Code: Select all
         // (Experimental) 256 level posterization, mostly evident in Harley
         NdotL = round(NdotL * 255.0) / 255.0;

Should we maybe round to 128 if the math is being done with signed ints?
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Re: [Patch] Specular Highlight

Postby HarryTuttle » Sun Nov 12, 2017 5:50 pm

Ian wrote:How did you work out these?

Good question :)

Well, I did by trial and error and visual observation and confirmation. The former values, although being more logical, were wrong. Basically I just "tweaked" the old ones to match the arcade. I've to still understand why on flat polygons those number don't work quite well.

That's why I think specular terms could be just hardcoded on Real3D, and shininess (0-3) is just an index to those.

Ian wrote:Do you have some visual guides to compare the two against?

I'll post as soon I've some spare time, this will be a busy week for me, however the first games that come in mind now are LeMans24 and Daytona, plus some very subtle differences in Scud.

Ian wrote:Should we maybe round to 128 if the math is being done with signed ints?

I thought of that too, I remember it became too exaggerated and "distracting" compared to the videos I was watching as reference. However this is the Harley example I was referring in my precedent post:
Image

That screenshots is very old, by the way. Model3 is on the left, I was simulating that effect that doesn't seem a codec artifact at all. Also the horizontal "seam" on the glass I think is a quad poly interpolation artifact and not the effect of the capture card out-of-vertical-sync (which instead should "split" the whole frame).

Something similar seems present also in some Abelardo's videos of Daytona2 (the rear windshield of the player's car) especially in the city course.
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Re: [Patch] Specular Highlight

Postby HarryTuttle » Mon Nov 13, 2017 9:07 am

This is how the red car looks like in my private build (256 posterization levels):

h4.jpeg
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Re: [Patch] Specular Highlight

Postby Ian » Tue Nov 14, 2017 3:41 am

I'll try this out with my quad emulation code :)
You are right there is definitely slightly more banding in the model3 version (don't think that's a video artifact). But it's hard to say exactly where this banding is coming from with regards to losing precision.
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Re: [Patch] Specular Highlight

Postby YoYo09 » Tue Nov 21, 2017 9:38 pm

Ian
R678 Virtual On
Background bug.


Oh, and the R678 has the Specular latest patch applied?
Attachments
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bb.JPG (217.17 KiB) Viewed 280 times
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bg2.JPG (246.05 KiB) Viewed 280 times
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Re: [Patch] Specular Highlight

Postby Ian » Thu Nov 23, 2017 6:55 am

The sky is supposed to have stripes in it? That's what the original h/w looks like, unless I broke the fog code with my last commit.
I haven't merged the updated specular values yet, on the to do list.
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Re: [Patch] Specular Highlight

Postby YoYo09 » Thu Nov 23, 2017 8:35 am

Ian wrote:The sky is supposed to have stripes in it? That's what the original h/w looks like, unless I broke the fog code with my last commit.
I haven't merged the updated specular values yet, on the to do list.



All previous screen shots are R678

This is a R677 screenshot
Image
Image

The R677 background is the same as the XBOX360 version.
(Exclude stripes)

So I thought it was a bug.
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Re: [Patch] Specular Highlight

Postby Ian » Thu Nov 23, 2017 8:39 am

It might be a bug, make a save state and i'll try it out
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