HMart
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Everything posted by HMart
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Not trying to start a flame war or a fanboyish debate here but IMO that is a really huge exaggeration, AMD drivers aren't THAT bad, specially when I have a AMD GPU and know how good or bad it is, in general in D3D and Vulkan games, it works perfectly, in OpenGL games is hit or miss, so yes their OpenGL support could be better or at lest comparable to Nvidia but going from, not that good OpenGL support, to "Absolutely Miserable Drivers corporation" is a really big jump. And not trying to imply anything here, but I just have to say and I swear for my mother life that I love very much that the AMD drivers I have used in the last 5 years, have been fine in pretty much all games I play, apart from a single recent feature on TDM, Bindless Textures, hell I work in my spare time, on Dhewm 3 engine, a idtech 4, OpenGL based engine, like TDM, as you know and it "just works", even other OpenGL games like the ones from Frictional Games, work well, no obvious broken graphical features (perhaps they don't use BT's?), this on windows, don't know about Linux. Again I'm not implying anyone is doing a bad job in TDM engine I hope that is clear. /// And about FSR, I have tried it on this game demo and it worked just fine, when playing a 1440p or higher, in quality or ultra quality FSR level, unfortunately playing in 1080p (the rez that I play the most), even at ultra FSR quality, was obviously inferior to the native 1080p image (it is essentially upscaling a 720p image to 1080p, the information is just not there).
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This person also add problems with BT on some AMD laptop GPU's and was able to solve it by doing the following Is this something you guys are aware?
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I remember that thread very well but somehow I didn't associated it with what totallytubular was asking, most be tired...
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sikkmod for Doom 3 afaik has post process godrays, so is apparently possible the problem, is that afaik he modified the engine c++ code to support that and his shaders are ARB and not GLSL... cabalistic, not that I'm a expert in this stuff but I don't see why a single directional light, couldn't be marked has the "sun" direction and its light origin, used for the effect, could be done perhaps by requiring that it be named that particular name, "sun". I assume not many mission developers over used directional lights perhaps one or two are used and I assume a few even name it "sun" but I could be totally wrong.
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Perhaps you guys already know this but if not, idSoftware recommends this svars when testing visporteling: They really stress disabling scissoring, you can see it in bold at the page bottom.
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That is what I understand of what he is asking as well, so is not a problem in your example, I just don't understand what a T shape portal configuration would accomplish.
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Unless I'm missing something, I don't think that portal configuration does anything useful, to me it pretty much makes the purple portal useless.
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Alternatives to multisample anti-aliasing (eg: FXAA)
HMart replied to MirceaKitsune's topic in The Dark Mod
In the topic of SMAA, not sure if true but this link says this about it. -
Alternatives to multisample anti-aliasing (eg: FXAA)
HMart replied to MirceaKitsune's topic in The Dark Mod
AMD driver forced MLAA, unfortunately is only for D3D9/10/11 games, it does a nice job at removing jaggies, unfortunately has the bad biproduct of making text in GUI's distorted but that imo, is because of being forced and not directly implemented in the game. I seem to recall at lest of one game that came with MLAA in the options, I think it was Dishonored 2 but I'm not sure, where that text distortion doesn't happen. -
Alternatives to multisample anti-aliasing (eg: FXAA)
HMart replied to MirceaKitsune's topic in The Dark Mod
Based on what I read, it is a tad slower than FXAA but is obviously way faster than MSAA or SSAA. Btw you can try it on x86/D3D games with this injector but based on the link bellow, it can be implemented in OpenGL. Here is a example implementation for OpenGL -
Alternatives to multisample anti-aliasing (eg: FXAA)
HMart replied to MirceaKitsune's topic in The Dark Mod
What about SMAA? Invented by Crytek and some Spanish university, can't confirm but some sources say it looks better than FXAA. -
Collecting suggestions for a DarkRadiant "Tip of the Day" feature
HMart replied to greebo's topic in TDM Editors Guild
I agree, seems like a bug more than a feature. But fortunately, in idtech4 is easy to detect overlapping mesh's, instead of the ugly z-fighting error that you normally get in this situation, they become overbright, this was even used for a time by idSoftware has a way to do a "poor man" item highlighting. -
Could the situation about steam in the quote bellow that bohr1more talked about on MODDB, prevent TDM to be on a Atari machine also?
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ATTN ALL, question about Dark Radiant & professional use
HMart replied to Cecil of Cynope's topic in The Dark Mod
The creative patente has expired https://patents.google.com/patent/US6384822B1/en imo no need to worry about if is invalid or not. But based on this quote from dhewm3 engine using the "Carmarck's Reverse" trick will not bring better performance. -
I would be surprised if they already didn't considered this but you already have a "light meter" value in this game, it drives the lightgem, so if you give the value to the highlight shader and drive the strength depending on how light or dark is the lightgem it could work? Thou I can imagine a problem with this, the player could be in direct light and the highlighted object in shadow that can happen very easily, for example the object is in the shadow of some other geometry, this would drive the highlight strength down even more when it shouldn't, making it very faint or even vice versa...
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Sure sure completely agree just making suggestions anyone is free to ignore them.
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Then the only other option is, you have command-line parameters set on TDM shortcut, see link bellow. https://modwiki.dhewm3.org/Startup_parameters Link is for another idtech 4 based engine, to lazy to search for one directed at TDM but afaik both engines work the same, when dealing with command-line parameters so.
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Playing Silent Hill 2 again, saw a old but intriguing way to do grass and this edge leaf's effect and it reminded me of this thread, SH2 also uses planes but not in the way we see them here, is a simple technique and not very realistic for today standards, so not sure if it will work for a relatively modern game like TDM but it did reminded me of this blog post from Blendo Games and is mostly the same technique but with only one or two planes.
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We have lost a member of the TDM development team
HMart replied to Springheel's topic in The Dark Mod
Hello grayson welcome to this community and I'm pretty sure that i'm not alone in saying that all here respected and admired your father and his work, my condolences and all the best for you and your family. stgatilov and OrbWeaver thanks for the clarification and sorry for being paranoid was just lost in translation my bad. -
We have lost a member of the TDM development team
HMart replied to Springheel's topic in The Dark Mod
Sorry if I'm being paranoid and I really hope I am but what he said is that he wants WS 6 and 7 to be removed/forgotten or for the entire series to be removed from the game?! That is what sounds like to me from this!! "No archiving it ‘as is’." "WS6 and WS7 are dead too" -
We have lost a member of the TDM development team
HMart replied to Springheel's topic in The Dark Mod
That is very sad news indeed. I don't know what to say, my condolences to the family. -
I think the problem is not really with PBR itself but with how the game assets and lighting are currently done, imo trying to brute force PBR stuff into a render and assets optimized for non PBR, will never work totally as intended. But I most say, it does look better when it works, so please continue your efforts.
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By using the cross eye technique for 3D stereo images, I can see a triangle and a circle in that wall texture, is that all? But I'm with Destined on this, many people can't do the necessary eye coordination to do this, so they will just see a ugly texture and fail to solve the puzzle or think something is wrong with the game or mission.
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Btw now that TDM supports GLSL shaders, perhaps someone, someday, could make a "Fur" shader that can also be used for this effect. And even thou it creates way more planes, I think it will be faster because they are created directly by the GPU itself.
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I most say ddaazzaa is right, I add a look at that model in modo and it is full of two sided planes, making up 5128 polys just for the planes alone. Like OrbWeaver said this model doesn't need two sided planes, one side ones, looking in different directions, imo will be good enough to keep the intended illusion and bring the poly count down plus increase the possibility of using more models per level like ddaazzaa wanted. attached as demonstration is the "cleaned" model itself (2660 polys) and a very basic Modo render, sorry for the quality but I think it passes the message across. Is not exactly the same but I bet if you increase the leaf count in the plane texture itself, it will look exactly like the double side one. hedge01_square_long.lwo