VRAD++: Difference between revisions
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{{SoftwareBox | {{SoftwareBox | ||
|title = VRAD++ | |title = {{VRAD++|4}} | ||
|developer = [[User:ficool2|ficool2]] | |developer = [[User:ficool2|ficool2]] | ||
|initial_release = Jul 10, 2025 | |initial_release = Jul 10, 2025 | ||
| Line 17: | Line 17: | ||
}} | }} | ||
{{VRAD++|4.1}} is a community-made modification of {{source|1}}'s {{vrad|1|nt=1}} developed by ficool2. | |||
== Differences == | |||
* Scales up to 64 threads | |||
* Small performance optimizations | |||
* Shared LDR/HDR compiling: | |||
** When using {{code|-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 {{code|-ldr}} or {{code|-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 {{code|-ldr}} and {{code|-hdr}} separately | |||
* Bypassed "numplanes + fakeplanes >= MAX_MAP_PLANES" limit | |||
* Added AppID mounting in {{code|gameinfo.txt}} | |||
* Added ambient occlusion baking | |||
** Custom implementation that is an order of magnitude faster than AO in Slammin/CS:GO (!) | |||
** Set {{code|-ambientocclusion}} to enable this | |||
** Customize with {{code|-aoradius}}, {{code|-aoscale}}, {{code|-aopropsamples}}, {{code|-aofacesamples}} | |||
** Samples are automatically adjusted for {{code|-fast}} and {{code|-final}} mode | |||
** Default AO radius and scale is 32 units and 0.5 respectively | |||
* Added {{code|-reflectivityscale}} | |||
* Added {{code|-worldtextureshadows}} | |||
** Allows $alphatest brush textures to cast proper shadows like props | |||
* Added {{code|-translucentshadows}} | |||
* Improved vertex lighting for props | |||
** Added {{code|-StaticPropIndirectMode}} to use old behavior if desired | |||
* 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) | |||
* {{code|.dx90.vtx}} data is loaded for vertex lighting instead of {{code|.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 | |||
** Reduces occurence of bad lighting from overlapping named/styled lights | |||
* Added {{code|-scale}}, {{code|-ambient}}, {{code|-dlight}}, {{code|-sky}}, {{code|-notexscale}}, {{code|-coring}} debug options | |||
* Unlimited texlight support in {{code|.rad}} files | |||
* Comments in {{code|.rad}} files are now skipped | |||
* Cleaned up formatting of some messages and warnings | |||
== Supported games == | |||
VRAD++ is currently available for all games on {{tf2branch|2}}. | |||
==External links== | ==External links== | ||
Latest revision as of 04:44, 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
-ldror-hdrwill 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
-ldrand-hdrseparately
- When using
- Bypassed "numplanes + fakeplanes >= MAX_MAP_PLANES" limit
- Added AppID mounting in
gameinfo.txt - Added ambient occlusion baking
- Custom implementation that is an order of magnitude faster than AO in Slammin/CS:GO (!)
- Set
-ambientocclusionto enable this - Customize with
-aoradius,-aoscale,-aopropsamples,-aofacesamples - Samples are automatically adjusted for
-fastand-finalmode - Default AO radius and scale is 32 units and 0.5 respectively
- Added
-reflectivityscale - Added
-worldtextureshadows- Allows $alphatest brush textures to cast proper shadows like props
- Added
-translucentshadows - Improved vertex lighting for props
- Added
-StaticPropIndirectModeto use old behavior if desired
- Added
- 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
- Reduces occurence of bad lighting from overlapping named/styled lights
- 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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