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duzenko

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Everything posted by duzenko

  1. There's the mini-ITX option, but not sure if any of your two GPUs will fit into it - and it would require a new motherboard - and a new monitor purchase at destination A friend of mine relocated twice internationally with a PC, _two_ monitors, and a kid. No idea how he pulled it off. When I asked, he said "I put it into the luggage"
  2. You should absolutely get a discrete GPU. They are not that expensive. As for reliability, just turn VSync on and switch the GPU driver to power saving mode. Intel HD5500 (15W). Iris 540 (15W), AMD Ryzen 4650U (20W) have all disappointed me greatly. I also own one with a discreet GTX 1050 and it's so much better. OTOH its old CPU is stuck at 2.5GHz, so I'm sometimes cpu-limited in some missions. Maybe the full-power chips from the Ryzen H series are slightly better, but they cost as much as discreet GPU models and are generally rare. The integrated graphics has always been about cost saving, never about competitiveness. So discreet only, and equally important to have two memory slots or at least 32GB soldered. Ideally with a CPU that can turbo-boost to 4GHz. I would ironically advise a macbook, even though I don't own one because I like my notebooks to have touch screen interface. I'm curious to see how Apple silicon fares compared to x86 gaming market.
  3. Don't they all talk about the same thing? I can't see any shader code, only general description
  4. Scroll of Remembrance Written in Stone IMHO the former is sheer draw call abuse while the latter is more than that - many moving entities, etc I never looked at Scroll of Remembrance before, but yeah, the lack of optimization effort is obvious
  5. Could be anything, e.g. our fps limiter confusing the AMD driver power saving algo
  6. Also opening scenes? AFAIR Briarwood Manor was classic case of triangle count excess Written in Stone is not - it's doing a lot of everything, not just iterating over one huge triangle list
  7. Written in Stone opening scene is the ultimate CPU benchmark indeed It's a glaring example of map designed specifically for high-end PCs
  8. What techniques are there to choose from? The original effort was naive multisampling.
  9. Can any _mapper_ repeat this?
  10. Could be as trivial as out of memory In order from least pain Add more RAM kill all running and background programs, including antivirus use the texture quality cvars Search the web for recipes how to install "not suitable" drivers on locked laptops like yours Try dual boot Linux with latest driver for it Get a newer PC Stay on 2.09 Get the source code, debug, offer a workaround patch
  11. The biggest issue with android port is not touchscreen operation but the fact that android runs on low power systems that can't handle the graphics quality for most recent missions
  12. I'm not sure why indirect path does not crash - maybe its group's first handle is valid, and the invalid handles don't unbind the index VBO
  13. Awwwww, on a Nth retry I was gifted with some debug context wisdom This happens when index buffer resizes and some frame-temporary surfaces don't have valid VBO handles. So what I think the difference between the new and old backends is - the old sends the client-side index data to the draw routine while the new ignores the error and still sends nullptr (with index buffer unbound) to driver. I'm going to let @cabalistic and @stgatilov decide on it
  14. I get a crash in driver with the reported .cfg (but not with mine) The breaking difference seems to be r_glCoreProfile 0 vs 2 and new backend 0 vs 1 _Darkmod.cfg
  15. The size is in relative screen units, so it will be the same physical size no matter the screen resolution. Quite few people have 32'' screens honestly. I can see your point however there should be some protection from making the font too small so that user can no longer set it even back
  16. It's capped to min of 3, which was deemed as "ought to be enough for anybody" Related cvars are con_legacyFont, con_fontColor, r_smallCharSpacing, con_noWrap
  17. The only reason could be port incompatibility between monitor and video card.
  18. @stgatilov Where is USE_INTRINSICS defined? I can't see it anywhere in .h files or solution settings It seems to be defined somehow for the tools project but not for the no-tools one
  19. duzenko

    Dying Light 2

    It was not about zombies, it was about melee combat. All that skull-crashing bone-breaking pulp-mashing RAGE!11 if you know what I mean Oh, well, I suppose you did not experience that suppressed frustration thing like I did at the time when the game was released.
  20. The starting location seems to need some optimization.
  21. Conversation subtitles: at some points two phrases overlap and jump over Depth fighting 3. This GUI could use some margin on the right
  22. Which should be the default?

    https://ibb.co/FbcCjP7

    image.png

    1. Show previous comments  4 more
    2. Epifire

      Epifire

      I like how it stands out but I probably wouldn't do so at the expense of how choppy it makes the smooth menu/font elements. EDIT: This was me assuming the left one was getting a sharpening pass.

    3. AluminumHaste

      AluminumHaste

      Filtered looks better to me anyways. Though I like the old style pixels of the left image too, it looks out of place with the quality of the mod.

    4. jaxa

      jaxa

      Right-hand side for sure.

  23. I wondered if Intel got their shit together with that new chip. Apparently not (as expected). Their "market targeting" is utter nonsense. They put 96EU into 25W or even 15W chips and the 125+W chips only include 32/24/16 EUs.
  24. The final solution for low-end GPUs:

    r_skibSubviews 1
    
    r_skipInteractions 1
    
    r_shadows 0
    
    r_ambientMinLevel 0.6

    tdm_lg_interleave  0

    If you don't get 60 fps after this then either your CPU is really slow or it's a map bug

    EDIT. tdm_lg_interleave is probably not required since r_skibSubviews supersedes it.

    1. Show previous comments  13 more
    2. nbohr1more

      nbohr1more

      r_shadows 1 ( stencil shadows ) is more CPU impacting than GPU impacting but it still relies on GPU "fillrate". Fillrate is really resolution sensitives so be careful with resolution and AA

    3. STiFU

      STiFU

      @nbohr1more those screens are amazing. Playstation 1 style TDM. 😄

    4. nbohr1more

      nbohr1more

      WOO!!! @duzenko just fixed the GUI scaling. Now you can set FBO resolution to 0.05 and still read the console, readables, lightgem, etc :)

  25. While I can't offer any wisdom on Apple ecosystem, assuming we're talking about the same person you've recently had a son with, I'd play it safe and just go with the one they want - and speak up my opinion on the matter one time only at the most. I'd think your son would agree with me when he can speak.
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