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motorsep

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Everything posted by motorsep

  1. That's entirely AMD's fault for crappy OpenGL driver. We have internal timers that show time spent on rendering/logic/etc. and on AMD, render backend timer goes red. Render back end is the one that does with renderer<>driver interaction. It works on Intel, it works on Nvidia, but doesn't quite work on AMD. And I am positive it would not be an issue with DX renderer. So we need to "thank" AMD who never wanted to fix OpenGL driver. Fun fact - apparently R9 models don't have that issue and run as well as on Nvidia (at least for BFG engine). I am tempted to buy R9 270X for testing purposes. I recall R9 is the architecture used in current consoles. If it comes down to either lose non-R9 AMD crowd or dropping/switching engine and potentially never releasing the game, I'd rather lose AMD crowd. My hope is for either AMD fixing it in the driver, or R9 becoming widely spread in the next 2 years, so that I don't have to worry much about pre-R9 AMD GPUs
  2. Peter Jackson has arachnophobia, and yet he put crap load of spiders in LotR and Hobbit. I guess to get some adrenaline in a safe environment
  3. I tried to reproduce it using angled brushes on empty scene and I couldn't. I need to try again using my massive outdoor map (that's where I got the issue in the first place).
  4. Just checked Steam Hardware survey, and Nvidia + Intel make up 71% of PC gamers on Steam. So maybe it's not that bad to give up on AMD ?
  5. It does affect Blender at least - I don't know if it affects anything else, since most of the 3D apps use DX on Windows.
  6. The issue is even more severe with BFG engine - AMD HD7850 runs at ~20fps, and GF 670 GTX runs at 60fps. Even on very basic scenes where there is nothing to render, AMD runs like a snail (that's regardless what shadowing method is used).
  7. Any news on this? I have my reservation about AMD ever fixing OpenGL driver. There is no incentive for them to do so, since 99% of AAA games run on DX9/10/11. Consoles use their own API or DX. So why should they fix it ? For my game I decided to drop official AMD support until AMD gets their head out of their ass, or until we implement ANGLE (OpenGL to DX11 wrapper) specifically to be used by AMD users on Windows.
  8. @greebo: It's odd - no issues with preview when either creating model or entity today (I was going to record a video for you). I guess it's more about OpenGL driver or something.
  9. Yeah, that's what I did. Although I don't do that when working on something Btw, I had a bug in pre6 last night where creating a model dialog shows my md5 model properly, but creating entity dialog doesn't show model at all (the entity I was placing was very basic func_animate with the same animated md5 model that shows fine in model creation dialog). Is it a known bug ?
  10. I still get the same issue in pre6. Is it the latest pre-release or the new one with the fix is still on the way? (sorry, lost track of updates :/ )
  11. I can reproduce the behavior 100%, spot on. There are 2 ways to replicate it. #1: Open DR, right-click, create light. Select light (Shift + LMB), drag it across the screen and while dragging press Space to duplicate. Either duplicate or original will immediately snap into original position. #2: Open DR, right-click, create light. Select light (Shift + LMB), drag it across the screen and while dragging press RMB, so that context menu shows up. Left-click somewhere to get out of it and left-click and drag on the selected light. It will snap to previous position. Now the fun fact - if you do #2, but instead of trying to drag light after you get out of right-click context menu you repeatedly click on the selected light with LMB, and then drag it - it will drag us usual, without snapping.
  12. In theory Fun fact - our engine (haven't tested pure BFG) runs equally bad on AMD HD2600 and AMD HD7850. Supposedly run fine on R9. Runs well on Intel GPUs (as well as it can run on Intel anyway) and runs just fine on Nvidia.
  13. Well, I got it done! https://www.youtube.com/watch?v=UHQkkk2uhPI (never mind clock updating with the speed of light - it's for testing)
  14. Muahahaha Nah, I like tinker with the engine since I understand it better than anything else (it feels really odd using Blueprint - noodles all over the screen). It's just it can't match or even get close to UE4 / CE3 without serious rendering overhaul. I am not sure why folks get mad when I say that. It's just a bitter truth.
  15. What you are not saying is that you are dragging selected light and while you have LMB pressed, you hit Space to duplicate. That's the only way I get this issue. May I ask why would you even do that? Why not drag light / model into position, release LMB, duplicate, drag to another position, release LMB, duplicate, rinse / repeat.
  16. I sank 2 years of R&D and several thousand dollars into idTech 4 / BFG development. Plus I was already familiar with idTech engines, so I only needed to tweak my art pipeline to adopt idTech 4 / BFG. Plus we have a good chunk of gameplay code written. That's why I am using it. Once I am done and released, there is a good chance I move on away from open source engines (unless some miracle happens). If I knew Unity / UDK a bit, I'd probably never looked at idTech 4 / BFG (and that would be most likely a better path) and I'd go with either Unity or UE4. Thinking that old id Tech 4 can ever render like UE4 does is naive, at minimum. It seems that AMD purely hates idSoftware as neither of their engines, starting with idTech 4 work good on AMD. For example our engine runs at 60 fps on Nvidia, and 20 fps on equal AMD GPU (and otherwise slightly more powerful PC than the one that runs Nvidia GPU). BFG, RAGE, Wolf TNO, Evil Within - AMD doesn't run them well, even powerful models.
  17. Sometimes I wonder what you guys do to make these obscure issues happening :/ I followed the instructions in the bug report and I can't repro snapping back.
  18. Epic is extremely awesome now. Not only UE4 runs on Linux, the tools run too. And you get access to the full source code (although most likely you aren't gonna touch it). My point is either use TDM / idTech 4 as is, or use something else that is designed to run with the features you want.
  19. Check this one first: www.iddevnet.com/doom3/ to get an idea about the concepts of the idTech 4 and the now defunct ModWiki
  20. Check Unreal Engine 4 - it's only $20 and it does everything you want and more
  21. Tested, works indeed, thanks! Just doesn't draw any particles for me in render lighting mode since my particles use shaders. I wonder if animation should be playing (on md5 models) too.
  22. Not for a single image. I would work for .pk4 or .resources or .exe, but I don't think it works for images.
  23. You don't need a monster machine to author megatextures. The issue is with download size of the updates, since the entire megatexture needs to be updated. The point of megatexture not only to have unique, non-repetitive look, but also to free designer/artist from technical aspects of it - simply paint away on the level in real-time, worry not about some quirky material setup and whatnot. This technology is really good for streaming, when all the updates are done on the server and end-user doesn't have to worry about downloading 10Gb updates. But, we'll see what future holds, when id Tech 6 comes out
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