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Everything posted by lowenz
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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?
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He's trolling.
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In trolling?
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Lastest AMD Catalyst and TDM: yellow tint and normals gone fubar?
lowenz replied to lowenz's topic in TDM Tech Support
It shows that the AMD driver is compliant when the Nvidia one (or MESA) needs extensions override mechanism to run IDTech 2 based engines. -
Lastest AMD Catalyst and TDM: yellow tint and normals gone fubar?
lowenz replied to lowenz's topic in TDM Tech Support
https://postimg.cc/Pp41sQDt -
Lastest AMD Catalyst and TDM: yellow tint and normals gone fubar?
lowenz replied to lowenz's topic in TDM Tech Support
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) -
Lastest AMD Catalyst and TDM: yellow tint and normals gone fubar?
lowenz replied to lowenz's topic in TDM Tech Support
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) -
Lastest AMD Catalyst and TDM: yellow tint and normals gone fubar?
lowenz replied to lowenz's topic in TDM Tech Support
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. -
Lastest AMD Catalyst and TDM: yellow tint and normals gone fubar?
lowenz replied to lowenz's topic in TDM Tech Support
It gives me "3.3" and with GL_ARB_COMPATIBILITY Green! No more red! -
Lastest AMD Catalyst and TDM: yellow tint and normals gone fubar?
lowenz replied to lowenz's topic in TDM Tech Support
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!) -
Lastest AMD Catalyst and TDM: yellow tint and normals gone fubar?
lowenz replied to lowenz's topic in TDM Tech Support
So maybe TDM is running in 3.3 mode but 3.3 mode is NOT compatible with BindlessTextures (only 4.x?) -
Lastest AMD Catalyst and TDM: yellow tint and normals gone fubar?
lowenz replied to lowenz's topic in TDM Tech Support
Example in ioQuake3 Classic Renderer (Opengl 1.x?) https://i.postimg.cc/jq62xw0d/0.jpg New Renderer https://i.postimg.cc/xCDjYY6z/1.jpg -
Lastest AMD Catalyst and TDM: yellow tint and normals gone fubar?
lowenz replied to lowenz's topic in TDM Tech Support
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. -
Lastest AMD Catalyst and TDM: yellow tint and normals gone fubar?
lowenz replied to lowenz's topic in TDM Tech Support
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). -
Lastest AMD Catalyst and TDM: yellow tint and normals gone fubar?
lowenz replied to lowenz's topic in TDM Tech Support
Addendum: if image_usePrecompressedTextures "0" -> BLACK SCREEN (game is working) -
Lastest AMD Catalyst and TDM: yellow tint and normals gone fubar?
lowenz replied to lowenz's topic in TDM Tech Support
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 (!) -
How about a "Ambient Light" switch with the choice between "Legacy Look" (fresnel) and "SSAO" ? (and maybe a third one with either)
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So it all goes down to a "legacy fidelity" mode.....
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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.....
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Exactly. SSAO is set to "low."
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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)
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https://www.moddb.com/mods/the-dark-mod/news/the-dark-mod-209-is-here
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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.)