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peter_spy

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Everything posted by peter_spy

  1. I hope that's only temporary solution because that switching between different framerates is a recipe for an eye strain.
  2. Another video on the stuttering. Notice how looking around looks like in comparison to movement. Now I think that might be player movement-related problem, not something wrong with framerate or frame pacing. https://www.dropbox.com/s/jkuoyp7voj9f87l/2018-03-06_20-49-16.mp4?dl=1
  3. I agree on the lockpicks, I had to turn down the difficulty, as the time window on average is too narrow for me. Don't even want to know how it works on higher levels.
  4. IMO, the light gem is there only because noone invented better way to provide feedback to players on their visibility. AI level 1 barks do exactly that for audio, leaving proper margin of error for players.
  5. I would be easier to add a noise meter to the HUD, just like in Splinter Cell: Chaos Theory, but the AI alertness system gives players enough feedback about how noisy they are. That's what the first stage AI barks are for, all those "huh, what was that?" lines.
  6. If you don't mind me whining about performance metrics, drawcalls, and the like, then count me in
  7. Maybe it will be easier with a video. That first section might be stuttering due to uneven ground, as you said. But the second one should be more apparent. All in all, this looks more like 25-30 fps gameplay, not 60 fps. https://www.dropbox.com/s/tbfj2ws9xfmg7oc/2018-03-05_07-33-55.mp4?dl=0 Unfortunately, it doesn't. Just tested the x86 version, it has the same problem.
  8. 1. Tears of St. Lucia 2. Near the player start. Try running along the street, roughly between the dead end on the left and the cart on the right. You should notice how game switches between smooth framerate and stutter. It looks like 30 FPS, even though the FPS counter shows 60 at all times. If you can't see it, try strafing instead of running down the street. Toggling postprocessing on and off may also help you see the difference. 3. x64 4.
  9. Hey, Builders, ever heard of fire departament? I guess not Anyway, testing some new candles, but with standard TDM fire particles, as I have no idea how to make new ones yet. [Edit: put some better shots]
  10. Speaking about things that are in dire need of updating, I think new mappers would appreciate a revised or new version Beginner's Guide to Scripting, as Fidcal never finished it: http://wiki.thedarkmod.com/index.php?title=A_Beginner%27s_Guide_to_Scripting The same goes for particles, particle editor and making custom particles: http://wiki.thedarkmod.com/index.php?title=Category:Particles
  11. Now this is pretty cool. Knowing how something works or how something was built affects the way you approach models, materials, and levels, in a positive way.
  12. I wish I was more helpful here, but apart from the skybox issue, I remember a discussion in which someone mentioned the fresnel image program doesn't work like an actual fresnel, so that might also be a source of problems. I wanted to use fresnel program for a frob outline, as you typically do in other engines, but I couldn't get it to work.
  13. It looks like some cheap models from asset store cobbled together.
  14. Even if you don't have time to edit the wiki, making files with notes during your projects is always a good idea. I have quite a lot of those now, mostly on stuff like modeling workflow, materials, sounds, and performance tricks. You can always post them later. Having someone (preferably English native) review articles before posting them on wiki would be nice, but who would have time for that?
  15. I hope you'll sort out your mobo problems STiFU, but that kind of reinforces my point of staying away from Assrock. Even if this is resolvable, the time wasted on it is what would be precious to me. Btw. that Linus guy is more of a comedian / average joe tech expert. Once I was looking on advice on better PC audio / basic home recording stuf and stumbled upon him. I had to turn him off after several seconds he was talking such bollocks about audio. He seems to know a bit of everything on something, but nothing beyond what you can google yourself.
  16. This is more relaxed talk on approach to world-building. Apart from some good advice, Scottish accent sounds absolutely gorgeous
  17. GPU prices went high because of those idiot bitcoin miners. RAM prices are high too. In general, it's not a great idea to build a new PC now, so it's better that you can have used GPU from someone else instead.
  18. For me, it's not that much about the amount of options, but more about durability of components, quality of materials etc. Still, I can only rely on what's written on the box, or mentioned in reviews.
  19. I don't know about Asrock quality now, but I always avoided them like hell. Gigabyte might seem overpriced a bit, but not even once did their mobo died or malfunctioned in my machine. Also, I try not to buy the cheapest mobo avaliable. Maybe it's the marketing thing, but I fear that going for the cheapest mobo along with spending cash on newest CPU or GPU is like having a ferrari engine, but suspension of golf III It might be for compatibility reasons, e.g. if they're testing nvs against radeons, although they usually have it off in all tests. AFAIR, for CPU tests they use something like Pascal Titan X, just to be sure GPU isn't a bottleneck. This is the original video:
  20. About stuttering, I encounter it basically all the time, at least in full missions. In my WIPs it's all good until there's more objects or lights in the screen. Still, FPS is still always 60. Maybe the problem is with frame time or frame pacing?
  21. This one kind of repeats stuff that has been said multiple times elsewhere, but you can never have too many of these: https://youtu.be/iNEe3KhMvXM?t=41m44s
  22. It's not subjective, they always use the same tests, the same tools and the same set of other components to see where the true difference is. The example above shows that you don't have to overclock your CPU, you can just pair it with proper mobo and higher clock speed for ram, and you get 20-30 FPS more, which is not just a few FPS. Sure, it doesn't matter now now, as you won't see the difference between 120 and 150 FPS visually. But that difference will matter in a few years, and the idea is to have that base valid for as long as you can (7-10 years).
  23. Not really, it depends on the game and how the game uses the CPU cores. Since you don't switch mobo/CPU/RAM too often, it's better to have highest RAM clock speed you can afford to pair with your CPU. If you plan to overclock your CPU later, lower RAM speed, like 2133, can actually limit your ability to do that. At least when it comes to games that is:
  24. Actually, guys from Digital Foudry proved some time ago that having high MHz RAM improves framerate, so if you might want to have that if your machine is gaming-oriented.
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