VRAD++: Difference between revisions
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* Added AppID mounting in {{code|gameinfo.txt}} | * Added AppID mounting in {{code|gameinfo.txt}} | ||
* Added ambient occlusion baking | * 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|-reflectivityscale}} | ||
* Added {{code|-worldtextureshadows}} | * Added {{code|-worldtextureshadows}} | ||
** Allows $alphatest brush textures to cast proper shadows like props | |||
** Requires {{code|-textureshadows}} | |||
** Fixed bug where {{code|textureshadows}} doesn't work if top-left pixel is opaque | |||
* Added {{code|-translucentshadows}} | * Added {{code|-translucentshadows}} | ||
** Similar to {{code|-worldtextureshadows}} but for {{code|$translucent}} brush textures | |||
** Require {{code|-textureshadows and {{code|-worldtextureshadows}} | |||
* Improved vertex lighting for props | * Improved vertex lighting for props | ||
* Fixed maps with more than 13 million triangles taking a very, very long time to compile | * Fixed maps with more than 13 million triangles taking a very, very long time to compile | ||
Revision as of 04:24, 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
- 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 $alphatest brush textures to cast proper shadows like props
- Requires
-textureshadows - Fixed bug where
textureshadowsdoesn't work if top-left pixel is opaque
- Added
-translucentshadows- Similar to
-worldtextureshadowsbut for$translucentbrush textures - Require {{code|-textureshadows and
-worldtextureshadows
- Similar to
- 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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