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Doom 3 Downloads > Mods > Graphical Tweaks:
Brilliant Highlights (0.50b)
Filename: bhmod_d3_50b.zip


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471.48 KB
0.50b
Maha_x
1653
01-25-2006
Mods > Graphical Tweaks


Average User Rating: 8
Number of Votes: 11
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5 Other Files by Maha_x:
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Brilliant Highlights (0.50b) - File Description  

  NOTE: This file has become outdated and there's a newer / better version available.
  You can still get this file but we suggest you have a look at the NEW / UPDATED VERSION first!





Description:
So there's one more update.

This will however be the last update for a while since I'm running out of ideas for the shader and I'm having other ideas for other mods. So I'll be moving on to work on some different mods for a while.

For the 0.50 version I rewrote the lighting, now the used method is reflection vector rather than the previous halfangle vector. This is a much more accurate method as illustrated in the screenshots. Notice that the screens now compare the 0.50 version to 0.40, not the original Doom 3 shader.

Other subject discussed in the comments has been the perfomance. I made a quick test running my Geforce 6800GT at 1600x1200 4xAA. The demo1 timedemo score fell 14% for the 0.40 version and 20% for the 0.50 version. The 0.50 has probably doubled the fragment program lenght and yet there is only 20% penalty for performance. The modern GPUs are very efficiently pipelined indeed.




  NOTE: This file has become outdated and there's a newer / better version available.
  You can still get this file but we suggest you have a look at the NEW / UPDATED VERSION first!




Brilliant Highlights (0.50b) - Screenshots  
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Brilliant Highlights (0.50b) - Readme  
Readme File:
====================
Brilliant highlights
====================
Ver 0.50b

###

What is it?
-----------

A modified shader for Doom 3 and RoE (and Quake 4 as a separate mod) that enhances the appearance of lights and bumpmaps.

New for version 0.50
--------------------

- HQ specular highlights. Redesigned the halfangle based system to a reflection vector system; true per pixel accuracy.

Features
--------

- Dynamic highlights. Using the original specular mapping from the game, bhmod adjusts the highlight falloff separately per pixel.

- Highlight masking. As in the built-in shader, the specular map is also used to mask the highlights from less shiny surfaces.

- Compatibility. Any hardware capable of the ARB 2.0 path can run this mod.

- Performance. BH mod favours math power over memory bandwidth as this is the current trend.

Performance
-----------

On a Geforce 6800GT running at 1600x1200 4xAA BHmod 0.40 was roughly 14% slower and 0.50 was 20% slower than the doom3 default shader.

So how do I install?
--------------------

Option A: Create a folder to your Doom 3 directory (name it 'bhmod' for example) and extract this package there. You can then access the mod trough the Doom 3 mods menu. Use this option if you play online (servers wont allow permanent mods)

Option B: Permanent install (more like 'allways enabled'). Extract the file 'z_bhmod.pk4' to your doom3/base folder. The mod will then be automatically (and allways) installed.

Uninstall?
----------

Option A: Delete the folder.

Option B: Delete file 'z_bhmod.pk4' from your doom3/base folder.

Bugs?
-----

In certain situations objects can recieve highlights from a light that is actually behind the object. Not too common tough.

What else?
----------

For the more tweaker in heart; you can adjust several variables within the shader. The comments describe how.

Feedback?
---------

Sure; mail me at maha_x [AT] hotmail [DOT] com

Disclaimer?
-----------

See Doom 3 eula. Also, if you want to use my mod, ask. Not that I wanted to say no, just that I know. And credit me where required.


Brilliant Highlights (0.50b) - User Comments  
The following comments are owned by the user that posted them. Doom 3 Files is not responsible for their content.

Total comments: 28 | Last comment: 05-19-2006 at 16:36

 #1 - 01-25-2006 at 07:02
Stevo_2004
From: (Glasgow)
Joined: December 8th, 2004
Posts: 90
Quality.. Two Thumbs Up!

 #2 - 01-25-2006 at 09:23
SirVentolin
Joined: November 8th, 2005
Posts: 35
Amazing work....as usual....can't wait to give it a shot!

 #3 - 01-25-2006 at 10:30
maha_x
From:
Joined: January 12th, 2006
Posts: 50
It would be great if you guys could post what GPUs you are running and if possible, run the timedemo with and without the mod. I'm specially interested how ATI hardware scales with this.

 #4 - 01-25-2006 at 10:56
SirVentolin
Joined: November 8th, 2005
Posts: 35
you got it!

I'm running a x800 Pro...what resolution do you want the tests in, 1600x1200?

 #5 - 01-25-2006 at 11:25
SirVentolin
Joined: November 8th, 2005
Posts: 35
Too late!

Test 1:
Ultra quality
1600x1200
6xFFAA w/temporal
16X ANSI

12.7FPS

Test 2:
Ultra quality
1600x1200
no fsaa
16X ANSI

23.1FPS

Test 3:
Ultra quality
1600x1200
no fsaa
no ANSI

23.1FPS

Test 4:
Low quality
1600x1200
no fsaa
no ANSI

32.7FPS

Test 5:
Low quality
1600x1200
no fsaa
16x ANSI

24.1FPS

Test 6:
Low quality
1600x1200
6xFFAA w/temporal
16x ANSI

15.1FPS

 #6 - 01-25-2006 at 11:34
SirVentolin
Joined: November 8th, 2005
Posts: 35
and by the way..... the code doesn't seem to work in Quake4 at all...the light interactions don't work at all *shrug*

 #7 - 01-25-2006 at 11:46
maha_x
From:
Joined: January 12th, 2006
Posts: 50
What do you mean? the 0.50 for quake isn't out yet... And the D3 shader has different vertex program than the last version so you can't even copy paste the fragment program to Q4 interactions...

Anyhow, just choose a resolution that keeps the FPS below 60. I'm more interested percetages. Were those results above with bhmod enabled? could you post few results with bhmod disabled for comparison?

 #8 - 01-25-2006 at 11:52
maha_x
From:
Joined: January 12th, 2006
Posts: 50
Quake 4 shaders are slightly different from Doom 3, just enough to be incompatible. So the Doom 3 bhmod was never direcly compatible with Quake 4. You could however copy paste just the fragment program portion from the interactions.vfp between Q4 <-> D3 with no problem. 0.50 however has a modified vertex program as well, so you cant copy paste 0.40 to 0.50.

 #9 - 01-25-2006 at 16:35
SirVentolin
Joined: November 8th, 2005
Posts: 35
wow...i'm an idiot....lol.....those test results are with your latest mod turned on

I'll post the non-moded numbers tonight if I get a minute

and by the way, .50b is BEAUTIFUL.


what differences are there between Q4 and D3 that causes compatibility issues?

 #10 - 01-25-2006 at 17:06
Stevo_2004
From: (Glasgow)
Joined: December 8th, 2004
Posts: 90
They tweaked up the engine for Q4 so it's a little different from Doom 3. It's a Radeon x850 xt platinum I'm running btw and the mod's great. Makes it a whole lot better looking.

 #11 - 01-25-2006 at 17:08
GIJesse7
From: (Houston TX)
Joined: February 26th, 2005
Posts: 1515
How do you do the timedemo?

 #12 - 01-25-2006 at 19:06
Benzo
Joined: March 23rd, 2005
Posts: 27
To use timedemo do this:

1. use console by pressing ctrl+alt+tilde simultaneously

2. type timedemo demo1 -precache (enter)

 #13 - 01-25-2006 at 21:10
SirVentolin
Joined: November 8th, 2005
Posts: 35
Non-modded scores
X800 Pro / 6.1 Catalyst

Some of these scores are weird, one of them is actually slower.

Test 1:
Ultra quality
1600x1200
6xFFAA w/temporal
16X ANSI

13.9FPS

Test 2:
Ultra quality
1600x1200
no fsaa
16X ANSI

30.5FPS

Test 3:
Ultra quality
1600x1200
no fsaa
no ANSI

31.7FPS

Test 4:
Low quality
1600x1200
no fsaa
no ANSI

32.4FPS

Test 5:
Low quality
1600x1200
no fsaa
16x ANSI

34.0FPS

Test 6:
Low quality
1600x1200
6xFFAA w/temporal
16x ANSI

15.1FPS

 #14 - 01-26-2006 at 00:17
maha_x
From:
Joined: January 12th, 2006
Posts: 50
One curious difference for the Q4 shader is that the humus performance tweak is there right out of the box. Then they handle the specular map slightly differently. The biggest difference is in the vertex program that really breaks the graphics up. I haven't been paying attention what it is exactly smile

I'll make a nice bar graph of the performance impact once I get more results.

 #15 - 01-26-2006 at 06:19
Doomslayer81
Joined: January 22nd, 2006
Posts: 49
Im not sure, yet, wether I want to try this mod. If I squint my eyes just slightly the screenshots detail look exactly the same. I see a difference, but it's really suddle.
I guess what I want is something like the GTX mod, having the weapons at default graphics. I like the blooom effect, because it makes the game feel more like a Nightmare. You ever have a nighmare or dream. Sometimes what you see in dreams can have that strange glow, thats very close to how GTX. Another problem I have is that GTX makes some lights way to bright. But again it helps it seem more like a Nightmare.

 #16 - 01-26-2006 at 08:01
maha_x
From:
Joined: January 12th, 2006
Posts: 50
The mod actually looks better than the screens. And I'm sure spending 5min to try this isn't all wasted, even if you decide you don't like it.

The bloom 2.02 used in the GTX was available as a separate mod sometime but I can't find it anymore. Too bad... If you have that mod, you can combine it with mine easily...

 #17 - 01-26-2006 at 11:09
Nemesis6
From:
Joined: February 2nd, 2005
Posts: 257
Well, Maha, this really makes the game look better. I personally found many of the original textures lacking highlights on edges as your shader adds. Keep trying to optimize it... I think we'd all like this AND keep a the few FPS this might take away. How many FPS is it, anyway?

 #18 - 01-26-2006 at 12:16
maha_x
From:
Joined: January 12th, 2006
Posts: 50
Right now I can say for some certainty that on 6800GT and X800XL the FPS hit is rougly 20%. I'm still waiting for scores on more different hardware. SirVentolin's X800Pro went down 27% but I'd like to see more scores on wider range of hardware to get a better picture.

It's a tough one to optimize because the drivers do such a good job at it already. I tried some tweaks straight out of nvidia's optimization quide and they gained nothing! But mayby I'll give it a better look some day...

 #19 - 01-26-2006 at 13:13
SirVentolin
Joined: November 8th, 2005
Posts: 35
there doesn't seem to be a hit in gameplay....I noticed the timedemo had a horrible skip in it near the beginning that brought down my scores a lot....but...doom 3 or quake 4 have never had a "skip" like that durring actual gameplay

should I make my own timedemo and re-test?

the question then is....how do i record a timedemo?

 #20 - 01-26-2006 at 14:14
SirVentolin
Joined: November 8th, 2005
Posts: 35
16.5 -no mod + FSAA 1600x1200 + 16x ANSI
13.4 -yes mod + FSAA 1600x1200 + 16x ANSI
30.5 -no mod + 1600x1200 + 16x ANSI
21.3 -yes mod + 1600x1200 + 16x ANSI
30.4 -no mod + 1600x1200
21.3 -yes mod + 1600x1200
21.9 -no mod + 1600x1200 (AI Disabled)
19.6 -yes mod + 1600x1200 (AI Disabled)
16.4 -no mod + 1600x1200 + FSAA
13.4 -yes mod + 1600x1200 + FSAA

23.14 - no mod average
17.8 - yes mod average

23% performance difference

I'll come back with a low res (1024x768) test as well

 #21 - 01-26-2006 at 15:41
SirVentolin
Joined: November 8th, 2005
Posts: 35
31.7 -no mod + FSAA 1024x768 + 16x ANSI
13.4 -yes mod + FSAA 1024x768 + 16x ANSI
52.1 -no mod + 1024x768 + 16x ANSI
21.3 -yes mod + 1024x768 + 16x ANSI
50.6 -no mod + 1024x768
21.3 -yes mod + 1024x768
34.4 -no mod + 1024x768 (AI Disabled)
19.6 -yes mod + 1024x768 (AI Disabled)
31.4 -no mod + 1024x768 + FSAA
13.4 -yes mod + 1024x768 + FSAA

40 - no mod average
17.8 - yes mod average

55% performance difference

wow.....there's clearly a corelation there....that's one of the strangest and .....frighteningly constant rendering results i've ever seen......perhaps weird code....from either the mod or the drivers....weird GPU core maybe......that's just nuts.

 #22 - 01-26-2006 at 19:41
SirVentolin
Joined: November 8th, 2005
Posts: 35
Sorry to quad post.....thought this might interest everyone....

in .50b version, i've found that changing:
(almost last line of interaction.vfp)

MUL result.color., color, fragment.color;

to:

MUL result.color.xyz, color, fragment.color;

makes for smoother lighting and I think it's easier on the eyes....I didn't notice much of a hit to the framerate....

 #23 - 01-27-2006 at 00:05
maha_x
From:
Joined: January 12th, 2006
Posts: 50
that's the "supposed to run faster but runs slower" commented bit? (on a public computer...). That basicly allows the driver to use 24bit precision instead of 32bits. Specially ATI should be able to benefit from this as their architecture was 24bit in 9000 series (not sure about X000). Anyhow iD had left it commented out as it was apparently slower by the time doom came out. It could be a valid point to test out today with the current drivers.

Technically that shouldn't have any difference on image quality tough.

Now if everybody was as eager to feedback some benchmarks smile I'll run some low-res tests my self once I get home...

I suggest we move this performance discussion to the filefront forums, I'll put up a thread once I get home...

 #24 - 01-27-2006 at 08:19
SirVentolin
Joined: November 8th, 2005
Posts: 35
that's odd...you're saying that adding xyz in makes it go from 32 bit to 24 bit?

I could have sworn I got smoother lighting in some places...it was VERY hard to see....but I thought something was there.....oh well, chalk it up to the power of suggestion I guess..

 #25 - 01-27-2006 at 08:36
maha_x
From:
Joined: January 12th, 2006
Posts: 50
the default mode is rgba (red, green, blue, alpha), adding .rgb tells the driver alpha is not used. xyzw is the same thing but for a vector and the driver treats both as the same.

 #26 - 01-28-2006 at 06:40
maha_x
From:
Joined: January 12th, 2006
Posts: 50
BTW the performance tread at forums is here:

http://forums.filefront.com/showthread.php?p=2599970

 #27 - 04-28-2006 at 23:14
anyone
From: (Kaunas)
Joined: April 18th, 2006
Posts: 61
cool mod,but too much lagfrownmadAaargh!!!

 #28 - Resurrection of Evil - 05-19-2006 at 16:36
flame_swarm
From: (San Luis Potosi)
Joined: December 14th, 2004
Posts: 1
Does this work for the expansion?



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