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lowenz

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Everything posted by lowenz

  1. It's not a "command", it's a VARIABLE. You know nothing about ID3Tech engine, LOL, Mr "I am an experienced tester" Are you a friend of Shadowhide?
  2. It shows that the AMD driver is compliant when the Nvidia one (or MESA) needs extensions override mechanism to run IDTech 2 based engines.
  3. I know but the implementation of AMD enable some kinds of automatic extension compatibility, 'cause ID2 Tech based games need manual extension override control on Nvidia GPU systems. MESA too needs to set it manually (via environment variables)
  4. To wrap up the behaviour: r_glCoreProfile "0" -> 3.3 compatibility profile context r_glCoreProfile "2" -> 3.3 core profile forward-compatible context Either way r_useBindlessTextures is not working (so maybe it's a bug and not a compatibility issue)
  5. r_glCoreProfile "0" Here's the screenshot (with r_glCoreProfile "2" - 3.3 core profile - I *CAN'T* take a screenshot, the screenshot is all black! ) https://postimg.cc/fJ767nhV Performance is pretty the same, still BindlessTextures NOT working right (if set to 1). No need to vid_restart, just setting it to 0 solves the issue directly in game.
  6. It gives me "3.3" and with GL_ARB_COMPATIBILITY Green! No more red!
  7. OK, but the problem now is if "Bindless Textures" are 3.3 compliant in AMD implementation. There's a RED cross in the console extensions list when you start TDM, about "GL_ARB_COMPATIBILITY", just right after "Bindless Texture" (GREEN CHECK!)
  8. So maybe TDM is running in 3.3 mode but 3.3 mode is NOT compatible with BindlessTextures (only 4.x?)
  9. Example in ioQuake3 Classic Renderer (Opengl 1.x?) https://i.postimg.cc/jq62xw0d/0.jpg New Renderer https://i.postimg.cc/xCDjYY6z/1.jpg
  10. AMD uses its own "compatibility profiling" (for the driver) to avoid/solve problems with OpenGL extensions. It's why you can run '90s OpenGL games (example: SiN) with no tweaking needed.
  11. It's working, thanks! Addendum: i've gained 4 FPS too! Maybe it's not a severe bug but some issues with the selected (by the driver) compatibility profile for the application (TDM).
  12. Addendum: if image_usePrecompressedTextures "0" -> BLACK SCREEN (game is working)
  13. They (AMD) changed something in OpenGL compatibility profiles for sure 'cause now: 1) Quake 2 XP (2020 / lastest patched version) works (!) 2) ioRTCW with the new renderer runs @3x the old framerate (!)
  14. Don't think it's an HW fault, other (OpenGL) games run fine! Radeon RX 570 + Catalyst 21.3.1 https://postimg.cc/yWjD5M1Z https://postimg.cc/DSJmSmqr Normal Maps compression already DISABLED.
  15. How about a "Ambient Light" switch with the choice between "Legacy Look" (fresnel) and "SSAO" ? (and maybe a third one with either)
  16. So it all goes down to a "legacy fidelity" mode.....
  17. Is there a light source @right (in the sky)? The rim light effect is clear on the wall bricks (not the church ones, the wall ones) @extreme right and it's good. But how it relates to "real" light sources? It must be coherent with that scene lighting information.....
  18. Exactly. SSAO is set to "low."
  19. 2.09: https://i.postimg.cc/02Y5VBjD/0.jpg 2.09 with fresnel: https://i.postimg.cc/fbrM34qn/1.jpg Rim light "fights" vs SSAO along the 3D models borders so the result is.....strange. Look at the pipe. (please enlarge the images in 2 different browser tabs)
  20. https://www.moddb.com/mods/the-dark-mod/news/the-dark-mod-209-is-here
  21. In OpenGL games if you use VSync in (exclusive) Fullscreen mode please force Triple Buffering in the driver, creating a dedicated profile for the game main exe. Or you'll get a framerate locked to submultiples of the monitor selected refresh rate and jumping among them (60->30->60, etc.)
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