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duzenko

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Posts posted by duzenko

  1. 1 hour ago, stgatilov said:

    As for size, I'd be glad to hear more opinions.
    Wide lines are used because this way it's possible to use large font, which can be nice for some people.

    Can we set the subtitle width to be fraction of screen width, or, ideally, height?

    E.g. 2/3 of width or 100% of height

    • Like 1
  2. 6 minutes ago, kingsal said:

     

    Sorry, its not just about cost. They do not work correctly in stencil mode and will go through walls. So a player can be standing behind a wall and might expect to be fully visible.

    So we're going to either need a menu setting or they need to be turned off in stencil mode or we're going to have gameplay problems.

    For now I think mapper has to manually adjust the light so that it does not intersect any walls, etc

  3. 4 minutes ago, stgatilov said:

    Volumetric lights should not cost too much.
    And if we render them to separate buffer (5850) in 2.11, the cost will be lowered even further.

    Right now if someone has serious performance problems with them, he can use cvar.
    And by the way, no one complained yet.

    No one has complained because no existing mission features it yet

    OTOH a cvar is better than nothing and we can return to this later

    Quote

    If it has to be tied to some existing main menu settings, I'd better tie them to soft shadows quality.
    Because both soft shadows quality and volumetric quality define number of samples to use per-pixel, with more or less the same performance implications.

    I still like LOD better for this 😉

  4. 9 hours ago, Gadavre said:

    is that a question for me? I've already answered it. I have good specs except for the video card. nvidia GT1030 2GB VRAM GDDR5. all missions on the old version of the game 2.07 go without lag (until approximately 2018).

    New modern missions have become very large and video card demanding

    You realize that the mission creators don't target your PC specs? Why do you insist on having it with all bells and whistles at 60 fps? Feel free to contribute a source code patch that would achieve that, it would be very much welcome, but understand that the next mission that comes out after that will push the graphics details even further and you will have to start from scratch again

    Did you try the parallel jobs cvar like I advised above?

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