VRAD++: Difference between revisions
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Adidores1054 (talk | contribs) No edit summary Tag: Manual revert |
Adidores1054 (talk | contribs) No edit summary |
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* Scales up to 64 threads | * Scales up to 64 threads | ||
* Small performance optimizations | * Small performance optimizations | ||
* Shared LDR/HDR compiling | * Shared LDR/HDR compiling: | ||
** When using -both, LDR lighting data will be redirected to HDR at no extra file size cost | |||
** This means you don't need to compile VRAD twice for LDR and HDR users anymore (compatible with both) | |||
** Passing in -ldr or -hdr will still explicitly compile in LDR or HDR mode only, respectively | |||
** HDR data will not be remapped if LDR data is already present | |||
** Therefore if you need different LDR and HDR lighting, compile with -ldr and -hdr separately | |||
*** NOTE: before the 22/10/25 update, VRAD++ would run in HDR mode by Default | |||
*** This has been reverted to stock behavior, with LDR mode being default | |||
*** Only -both will do the data remapping | |||
*** This was done for compatibility with other branches which VRAD++ is being ported to | |||
* Bypassed "numplanes + fakeplanes >= MAX_MAP_PLANES" limit | * Bypassed "numplanes + fakeplanes >= MAX_MAP_PLANES" limit | ||
* Added AppID mounting in {{code|gameinfo.txt}} | * Added AppID mounting in {{code|gameinfo.txt}} | ||
Revision as of 04:20, 18 November 2025
VRAD++ is a community-made modification of Source's VRAD developed by ficool2.
Differences
- Scales up to 64 threads
- Small performance optimizations
- Shared LDR/HDR compiling:
- When using -both, LDR lighting data will be redirected to HDR at no extra file size cost
- This means you don't need to compile VRAD twice for LDR and HDR users anymore (compatible with both)
- Passing in -ldr or -hdr will still explicitly compile in LDR or HDR mode only, respectively
- HDR data will not be remapped if LDR data is already present
- Therefore if you need different LDR and HDR lighting, compile with -ldr and -hdr separately
- NOTE: before the 22/10/25 update, VRAD++ would run in HDR mode by Default
- This has been reverted to stock behavior, with LDR mode being default
- Only -both will do the data remapping
- This was done for compatibility with other branches which VRAD++ is being ported to
- Bypassed "numplanes + fakeplanes >= MAX_MAP_PLANES" limit
- Added AppID mounting in
gameinfo.txt - Added ambient occlusion baking
- Added
-reflectivityscale - Added
-worldtextureshadows - Added
-translucentshadows - Improved vertex lighting for props
- Fixed maps with more than 13 million triangles taking a very, very long time to compile
- Redundant vertex lighting is skipped for lightmapped props (saves compile time and file size)
.dx90.vtxdata is loaded for vertex lighting instead of.dx80.vtx- Broken vertex data for props will now be skipped over when compiling
- Fixed bug where broken vertex data in props skipped vertex lighting for other props
- Named or styled lights are now sorted by brightness priority for faces
- Added
-scale,-ambient,-dlight,-sky,-notexscale,-coringdebug options - Unlimited texlight support in
.radfiles - Comments in
.radfiles are now skipped - Cleaned up formatting of some messages and warnings
Supported games
VRAD++ is currently available for all games on
Team Fortress 2 branch.
External links
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