Jump to content
The Dark Mod Forums

peter_spy

Member
  • Posts

    2969
  • Joined

  • Last visited

  • Days Won

    101

peter_spy last won the day on July 2

peter_spy had the most liked content!

About peter_spy

  • Birthday 01/01/1981

Profile Information

  • Gender
    Male
  • Location
    Central Europe
  • Interests
    Photography, 3d modeling, level design

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

peter_spy's Achievements

Uber member

Uber member (4/5)

1.7k

Reputation

  1. Stuff like load map file preference is something you probably set once and forget about it. Wouldn't it be more convenient to have most of such options in a Preferences section instead of a widget? This way you could have just a minimal set of buttons/icons over the perspective window.
  2. @HMart you should be able to have detail textures with certain material keywords. You can do this by e.g. stacking normalmaps with addnormals, or by using gl blend modes. I'm using something a la detail noise texture in Rage, since one of the gl blend modes seems to work like Overlay mode in photoshop: Edit: sorry, you can't really make detail normalmaps with addnormals, since this is image programs territory and there is no option to tile the second normalmap there. It's quite confusing, because there's a scale keyword for image stage, which is responsible for tiling, and there's a scale image program function, which acts as a multiplier for image RGBA values. Two completely different things.
  3. By the way, I guess you'll see that in the code, but the way the lod_fadeout_range works right now makes it unusable with anything but LOD 0 models. Maybe it's because it uses hide_distance as a starting point instead of fading out to hide_distance? In any case, you can have a model with e.g. LOD 0 that is 3k tris and cast shadows, then LOD 1 that is 1k tris and noshadows, and when you reach the hide_distance, the model switches to LOD 0 again. Not only can this look bad, with shadows suddenly popping in before the model fades out, but I guess it can also generate unnecessary performance spikes, going from properly optimized models to full quality in the last stage.
  4. Note that mipmapping still applies here, although that still means keeping the base (highest resolution) texture in memory. Otherwise you can set different materials for different LOD levels, so they could use lower resolution textures, but IIUC, TDM would need to have texture streaming to use that effectively.
  5. I'm only mean because my god you're annoying To be fair, I much rather see such proof of concept from @kingsal who also showed interest in this feature; he's in touch with modern gamedev, and he knows the proper level design tips and tricks. Plus he already has experience with making such lights in his maps, so this way we'd be sure we're on the same page and his example is relevant.
  6. No, noone cares about you solutioning developers on how a feature should be implemented, you giant confused dummy Since you're so good at extrapolation, how come it didn't occur to you that you can simply emulate the LOD system for lights with trigger brushes placed at certain distances, to toggle lights on and off?
  7. You don't see the difference between making assumptions and extrapolations in your head and doing actual experiments because you're not doing anything with these maps. Read the above posts until you get them, and make a map with actual lights toggled with distance, not with a switch and everything going dark, because this way you prove absolutely nothing. Also, to make it even more literal for you, why do you think noone in gamedev spent time on including lights in the LOD systems? Maybe they experimented with that, and found out there is no way to use it without it looking awful? And/or the performance gains were minimal? Do you think you're better or more experienced than people making Unreal, Unity etc.? Then feel free and supply us an actual proof, not a map that is 50% there, and 50% your feelings, preconceptions and extrapolations.
  8. Nope, that's still making stuff up. Show us a map with lights that can act as standard LOD system, as described above (without impacting visuals), and present us the hard data on performance improvements. Otherwise, you're derailing the conversation.
  9. I think it's ok to end this part of discussion, as it becomes noise. You're just making stuff up now; none of this has any confirmation in any systems used in game engines, past or present. As for overlapping shadowcasting lights, this is what causes performance issues, in any game engine, and it's on you to optimize the lights. And you still don't understand that your map demonstrates nothing. So, to reiterate: LOD system changes model geometry when it's away, in order to save performance, but while maintaining the visuals relatively unchanged. In order to demonstrate that lights with LOD system make sense, you'd have to make a map where they're toggled on and off, perhaps with scripts and triggers placed at certain distances, and in such an environment, e.g. with certain fog settings, where this would also maintain the visuals relatively unchanged. So far you have done none of that.
  10. ...And to give you some perspective on that: https://developer.valvesoftware.com/wiki/LOD https://docs.unrealengine.com/4.26/en-US/WorkingWithContent/Types/StaticMeshes/HowTo/LODs/ http://wiki.polycount.com/wiki/LOD https://docs.unity3d.com/Manual/LevelOfDetail.html And in general: https://docs.unity3d.com/Manual/OptimizingGraphicsPerformance.html https://docs.unrealengine.com/4.26/en-US/TestingAndOptimization/PerformanceAndProfiling/Guidelines/ These guidelines^ can be applied to idtech4 as well. As you see, there are performance optimization tricks for lighting, but there's literally nothing there on using LOD for lights. By the way: Perhaps in the old days, but having a few thousand of LOD entities in a scene costs CPU next to nothing, while providing substantial savings for the GPU. It's more likely that you'll run into any other bottleneck much sooner.
  11. Perhaps restructuring/rewriting the wiki entry could help as well. It's not even filed under Connection Feature yet. Anyway, 2-3 sentences on what it does, then setup instructions, and then the technical bit for the curious.
  12. I'd rather be worried that with the number of responses being this low, people simply aren't using this feature. And yeah, I'd still blame complexity for that Or perhaps not being advertised enough?
  13. Again, you kind of did the same as in the previous example: you have multiple overlapping lights hitting tons of objects, and everything gets better when you turn them off. Perhaps you should give us a hint on what you understand an LOD system is, because I suspect it might vastly differ from what it usually means.
  14. That's just your interpretation, you said that ss2 was the origin of these games, while I'm just repeating what developers were saying about their inspirations in various documentaries.
  15. Main inspiration for the DS was actually Resident Evil 4 and Event Horizon. Even the creators called it "RE in space" in interviews and documentaries.
×
×
  • Create New...