Minor readme update

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- Ray tracing. It implements real time path traced global illumination lighting with PBR materials. It will look noticeably different from original game.
- It is intended to be merged back into upstream/master when it gets mature and stable enough.
- It primarily focuses Half-Life 1 game. Mods compatibility is not being considered at this time. This may change with maturity of the new renderer.
- Ray tracing requires 64-bit build. 32-bit drivers do not expose vulkan ray tracing extensions.
## Current status
- Not ready for any use
- Not ready for any use.
- See Issues and [ref_vk/TODO.md](ref_vk/TODO.md)
- Traditional rasterizer works with some issues (and at some point worked on Raspberry Pi 4 even). It is slower than OpenGL renderer (1. I suck at Vulkan. 2. It does not perform any visibility culling). Some features are not implemented yet: most of blending modes, some studio models features, sprites, beams, decals, tri api, etc)
- Ray tracer mostly works too, with dynamic GI and stuff. It misses roughly the same set of features as traditional rasterizer. It also requires material remaster (i.e. newer textures for PBR parameters) and missing RAD files for most of the game maps. Work on these haven't been started yet.
- Traditional rasterizer works with some issues.
- Works on Windows and Linux with any Vulkan GPU (and at some point it worked on Raspberry Pi 4 even).
- It is slower than OpenGL renderer (1. I suck at Vulkan. 2. No visibility culling is performed).
- Some features are not implemented yet: most of blending modes, some studio models features, sprites, beams, decals, tri api, etc)
- Ray tracer mostly works too, with dynamic GI and stuff.
- It misses roughly the same set of features as traditional rasterizer (code is the same for the most part).
- It also requires material remaster (i.e. newer textures for PBR parameters) and missing RAD files for most of the game maps. Work on these haven't been started yet.
- Works under both Windows and Linux.
- Works on both AMD and Nvidia GPUs.
- If you feel adventurous, you can follow [build instructions](https://github.com/w23/xash3d-fwgs/wiki/64-bit-build-on-Windows). Note that they might be slightly out of date, kek.
## Follow development
This project is 99.999% developed live on stream. I'm not a graphcis programmer, and have no idea what I'm doing. I'm essentially learning Vulkan, game engine renderer development, linear algebra, and ray tracing techniques while I'm getting my hands dirty with this. This is all for your amusement.