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lowenz

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Everything posted by lowenz

  1. Happy betatesting Christmas
  2. lowenz

    Gloomwood

    https://www.rockpapershotgun.com/gloomwoods-last-update-for-2022-opens-the-doors-to-its-dodgy-tavern https://www.pcgamer.com/gloomwoods-final-update-of-the-year-adds-a-pub-and-lets-you-quicksave/
  3. Instancing was introduced back in 2004 to better handle vegetation
  4. Or more simply: laziness (=we've optimized for Doom3 and Dark Athena, so take it and be happy)
  5. For me performance literally skyrocketed Shadow Maps MEDIUM! https://i.postimg.cc/DyZG9FRf/The-Dark-Modx64-2022-12-11-23-01-06-707.jpg
  6. "or they internally convert OpenGL into Vulkan completely" very likely "First of all since I haven't seen this mentioned specifically: Have you ruled out the relatively new volumetric lights as a cause? Set "r_volumetricEnable 0". For me this barely makes a difference, just a few FPS." Of course, the problem is in the soft shadows code
  7. Equally low performance from "low" ahead
  8. Same problem with beta2 than before (you can see the moment of soft shadows switching on):
  9. Thanks, now it's working No good fortune, 77 FPS -> 23 (+2!) FPS activating the soft shadows
  10. From the lastest dev release (for the assets/scripts)?
  11. I'm on WINDOWS, but I can use this if my OpenGL driver fails: https://github.com/pal1000/mesa-dist-win/releases translating to D3D12 (or Vulkan or LLVMPipe) 22.3 works perfectly with hard stencil and shadowmaps BUT I get square/block shadows with stencil SOFT The FPS issue is present with the WINDOWS AMD OpenGL driver, NOT present translating to D3D12 thanks to MESA.
  12. DAMN! 2.11 beta *Stencil "hard" -> 80 FPS *Stencil "soft" OR Shadowmaps (soft or not) -> 20 FPS
  13. It's about the OpenGL driver and TDM code, using Mesa to translate to D3D12 solves everything. Will try NO soft shadows!
  14. Doubled-checked! YES, 10067 is the first, 10066 is working.
  15. OK, found the first release with the issue: 10067.
  16. From the console the only error (red hint) I see is GL_ARB_Compatibility not found
  17. SSAO is in a postprocessing stage, right? Because that's the release where it got fixed on AMD.
  18. Shadows! r_shadows 0 (and no need to relead models) -> 77 FPS instead of 18 So no need to build anything?
  19. Of course I can build the exe. SSAO and Stencil/ShadowMaps already tested, not the culprit. Will try disabling the shadows at all.
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