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Found 2 results

  1. I recently saw a post about the functionality of the idTech 6 engine, which brought this suggestion to my attention. It's actually a simple and trivial improvement, although I can imagine people missing it and not thinking about its absence. Also keep in mind I don't know the lighting code of TDM, and everything I say is purely out of observation. Like most engines that use dynamic lighting, TDM tends to have considerable performance issues when a lot of lights are rendered at once. This is often because of shadows and possibly other calculations. A common way to prevent extra computation in the renderer is caching all lights, and only updating each one when necessary. Meaning either the light itself has moved, or something is moving in front of the light. If both the light and the geometry it affects are static, there is nothing to recalculate, which offers a significant performance boost. TDM has a serious problem here: Even if the engine already knows how to cache lights, every torch has a moving light source! If you look closely at a torch, you'll notice its shadows constantly bob around. While this makes sense aesthetically, it also means that light will be recalculated each frame... even if the torch is mounted on a wall and no physical object or NPC is currently moving within its radius. Since most maps use torches and have areas where characters don't walk in front of them, I see a notable performance improvement being lost here. My personal suggestion: First of all, does idTech 4 support light caching for static lights + geometry to begin with? If somehow the original engine didn't have that, I definitely think it should be patched in! Once that's solved, I believe moving light sources for flame based lights should be controlled by a cvar; If people are okay with the performance loss, they can enable that to get bobbing shadows... if not, disable to allow torch lights to be cached and improve overall FPS. An idea to compensate for the visual loss: Can't we use an animated light texture to simulate moving flames altogether, as well as pulsating brightness? The light bobbing looks pretty extreme anyway: In real life, candles have a smooth flame that casts a neat shadow, and shadows don't always move that chaotically even when it's a noisier flame like a campfire.
  2. Basically I'm curious who is aware of LOD models in TDM. If you guys realize we have them. If so, do you use them? Do you know where they are? Can we find a better way to manage them so authors can use them easily?
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