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lowenz

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Posts posted by lowenz

  1. 5 hours ago, nbohr1more said:

    A few big changes occurred there. It looks like we didn't commit any binaries to SVN between these releases. Are you able to compile from source?

    If so, can you try compiling 10037 ( big shadow change )?

    Of course I can build the exe.

    SSAO and Stencil/ShadowMaps already tested, not the culprit.

    Will try disabling the shadows at all.

  2. On 12/3/2022 at 6:10 PM, nbohr1more said:

    2.11 beta 01 is currently in the installer list. The thread about it will be out soon but you can test it now.

    That said, we need to bisect your performance problem by having you test older builds starting with 2.08

    Tested the release build of 2.10. No problem at all!

    So it's something in the 2.11 (dev/bet)

    2.10: 210.jpg

     

    2.11:

    https://i.postimg.cc/BvPtL87x/211.jpg

     

  3. On 10/4/2022 at 10:25 PM, lowenz said:

    New drivers set, same problem

    The-Dark-Modx64-2022-10-04-22-18-50-322.

    Same problem with the new build BUT here's the catch:

    With MESA OpenGL->D3D12 ( https://github.com/pal1000/mesa-dist-win/releases/tag/22.3.0-rc1 ) TDM works like a charm!

    OpenGL (RX 570 RS 22.10.2 waiting for the november release) - can't go over 15 FPS

    0.jpg


    MESA OGL->D3D12 - 70 FPS

    1.jpg

     

    Please, fix! The OGL driver is good enough, it's something in the engine

  4. Dusk has the Doom gameplay of course, but it's so poor in a good number of design aspects and choices to be a "Doom/Quake killer".

    That's what I'm talking, Cultic is just perfect about the *design*, it's Blood on steroids.

     

    If you want the perfect Quake experience just try Arcane Dimensions 😛

    And for Doom just try CountryCide: https://www.moddb.com/mods/trench-foot-wip/downloads/countrycide

  5. 41 minutes ago, nbohr1more said:

    @lowenz

    I think we need to fix the visibility of this since the CVAR's don't print to darkmod.cfg but also try disable the BVH optimizations:

    • r_modelBvhLightTris 0
    • r_modelBvhShadows 0

    No difference, but I see they reset to their default values (3 / 1) every restart.

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