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Posts posted by lowenz
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1 hour ago, nbohr1more said:
Not sure but non-primary monitor support is not yet fully implemented in TDM:
Thanks but I mean ANY monitor, a VGA not connected to anything but just installed on the system with its drivers suite (but talking through the shared framebuffer to the VGA connected to the monitor)
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Question: is not possible to add an option (maybe only accessible via console) to force the use of a video adapter NOT actually connected to the monitor? In Vulkan this thing is easy (see GZDoom), but in OpenGL?
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On 12/29/2022 at 7:55 PM, jaxa said:
Didn't someone from TTLG work on that game?
Digital Nightfall ( Whatever happened to Digital Nightfall ? - Page 2 (ttlg.com) ) on Dishonored 1+2 games
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About OpenAL, you can update to 1.22.x!
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Ah, good news!
beta 4 runs perfectly on Intel Xe class GPU (UHD 750), with the same settings I use with the RX 570, just with 1/4 resolution (1280x720) - and I mean plain flat 80 FPS in St. Lucia
No problem to run it in FHQ and in QHD too with some trade-off (no soft shadows)
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New since 2006
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CTRL+ALT before
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23 hours ago, AluminumHaste said:
Is there a possible reason that Rivatuner would no longer be able to hook TDM?
It works on 2.10, but not 2.10 latest beta.
Lastest 2.11 beta?
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Happy betatesting Christmas
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Instancing was introduced back in 2004 to better handle vegetation
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29 minutes ago, Dragofer said:
The fact that simply renaming your .exe to one of the games used for benchmarking GPUs raises performance suggests that there's something intentional going on here.
Or more simply: laziness (=we've optimized for Doom3 and Dark Athena, so take it and be happy)
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For me performance literally skyrocketed
Shadow Maps MEDIUM!
https://i.postimg.cc/DyZG9FRf/The-Dark-Modx64-2022-12-11-23-01-06-707.jpg
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"or they internally convert OpenGL into Vulkan completely" very likely
"First of all since I haven't seen this mentioned specifically: Have you ruled out the relatively new volumetric lights as a cause? Set "r_volumetricEnable 0". For me this barely makes a difference, just a few FPS."
Of course, the problem is in the soft shadows code
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48 minutes ago, stgatilov said:
I replugged cable to my AMD RX 550, and I can definitely reproduce the same issue.
I have severe performance degradation (like 3x or 4x) in New Job on all shadows except for hard stencil.
And the degradation starts on the very same dev build.I think it will get quicker from this moment
Thanks man, much appreciated.
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2 hours ago, nbohr1more said:
Sorry if this sounds redundant but does changing r_softShadowsQuality change performance at all?
( Eg. Does r_softShadowsQuality 6 perform better than 12, 26, etc or do they all offer equally low performance ? )
Equally low performance from "low" ahead
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Same problem with beta2 than before (you can see the moment of soft shadows switching on):
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Thanks, now it's working
No good fortune, 77 FPS -> 23 (+2!) FPS activating the soft shadows
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From the lastest dev release (for the assets/scripts)?
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*moved the St.Lucia thread*
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I'm on WINDOWS, but I can use this if my OpenGL driver fails: https://github.com/pal1000/mesa-dist-win/releases
translating to D3D12 (or Vulkan or LLVMPipe)
22.3 works perfectly with hard stencil and shadowmaps BUT I get square/block shadows with stencil SOFT
The FPS issue is present with the WINDOWS AMD OpenGL driver, NOT present translating to D3D12 thanks to MESA.
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DAMN! 2.11 beta
*Stencil "hard" -> 80 FPS
*Stencil "soft" OR Shadowmaps (soft or not) -> 20 FPS
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It's about the OpenGL driver and TDM code, using Mesa to translate to D3D12 solves everything.
Will try NO soft shadows!
Animated Grass beta
in Art Assets
Posted · Edited by lowenz
SSAO exists for that