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nbohr1more

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Posts posted by nbohr1more

  1. 16 minutes ago, MirceaKitsune said:

    A reminder: Was playing with graphics settings again and r_shadowMapCullFront seems to give me an extra 10 FPS! Is there still a reason why it wouldn't be on by default for everyone?

    It produces hairline light leaks at some recessed shadow boundaries.

    Jonri was helping me create an erode shader to improve that but the result caused shadow acne because the shader was working in texture space. Needs to be screen space as I can grok.

    • Like 1
  2. 40 minutes ago, datiswous said:

    Ok I got it working. The reason is that it's explained wrong in the wiki. The wiki example says this:

    subtitles fm_briefing {
        verbosity story
        srt "fromVideo video/briefing/briefing.mp4" "video/briefing/briefing.srt"
    }

    and

    But it should actually state the video briefing material, instead of briefing video file.

     

    Correct? It must be, because now it works correctly, also in The hare in the snare.

     

    I'm a little surprised that a direct file reference doesn't work but OTOH many Doom 3 conventions prefer def inheritance over direct file references. For example, particle textures.

  3. Hmm...

    I guess for the use case of parallel lights for windows, the best approach would be to move the light_center as far back as possible to approximate a parallel style shadow. AFAIK, it is permitted to have the light_center outside the light volume no? (thus having a similar design to the old parallel light with an "infinitely far light_center" ).

  4. Arguably, the objection to the flashlight in Doom3 was that it prevented playing the game in a run n' gun style that old Doom players craved. Doom 3 survival horror purists have rebuked both the flashlight mod and BFG exactly because removing the toggle decreases the tension and makes the game more confrontational rather than stealthy. TDM also prefers stealth but we usually rely on other mechanics to enforce it. Still, this is a neat option to increase the scare factor.

    • Like 4
  5. The major focus for the last few TDM releases has been performance improvements. This is motivated by the fact that :

    1). New TDM authors often give up when they find out their map performs poorly and the need to do complex optimization work, rebuild part of the map, or scale back on the detail in their map ( or all 3 ). Making the engine more forgiving for performance issues means that we will have less attrition and more participants.

    2) Since TDM is free, we attract a certain amount of players on low cost or legacy hardware. Giving these players a better experience means that some might spread positive feedback to the gaming community and thus increase our player community ( which also means more potential mission authors )

    We try to fix bugs along with these improvements but sometimes things slip through testing or are very challenging to fix. It helps if more players report these issues by testing our Dev Releases and Beta builds long before the official release. 2.07 was a special case where we clearly knew 2.06 was a little rough due to cutting edge new features and changes so we mostly just tried to make it a “2.06 fixed” release but even 2.07 added a few new things.

    By the way, if you leave noclip and your view is tilted you can simply lean left or right using the lean keys and the view will be straight again. 

    • Like 2
    • Thanks 1
  6. Old topic:

    SteveL had most of the basics of func_occluder \ antiportal working but was struggling with shadow handling and a few related concerns. Quake mappers would probably love the feature since they've already been using it for years but it's hard to say whether TDM \ Doom 3 folks will really want to add another optimization workflow? Admittedly func_occluder seems to be easier to visualize than portal closure behavior so it might not be as error prone.

    • Like 2
  7. 25 minutes ago, Frost_Salamander said:

    ok fixed.  Version 1.3:

    Proton Drive: https://drive.proton.me/urls/2X9ZGQD3PR#txKKpE5GW1zq

    Github: https://github.com/FrostSalamander/fsx/releases/download/1.3/highex.pk4

    changelog: https://github.com/FrostSalamander/fsx/releases/tag/1.3

    @nbohr1more sorry to ask again - could you please update the mission DB?

    No worries. I'll get this updated tonight unless another team member gets it done before me.

    • Like 1
  8. The pricing is a little better but still feels much like what you would see in an illegal duopoly.

    There are almost no cases where two cards have the exact same performance but one is priced lower.

    They all seem to have their own tidy slots where there are more expensive higher performers above them

    and less expensive but less performant options below them.

    Both vendors have scaled back on volumes to clear out legacy stock in the retail channel.

    Both vendors have done as much as possible to ensure not to drop prices of legacy stock too much.

    Both vendors have done "just enough" value and performance to fend off Intel ARC offerings in the same price range.

  9. I just don't get it.

    While having more VRAM on the GPU is an easy solution to improve performance and resource issues,

    GPU architects have known for ages that the best solution is using some sort of hierarchy where you page out to system RAM once you are low on GPU RAM.

    AGP Aperture was designed around this idea.

    When PCIE came out, it was meant to have a flexible memory aperture natively but somehow IHV's never optimized that?

    Then Nvidia created PCIE "TurboCache" and AMD created HyperMemory. Issue solved? Apparently not?

    id Software pioneered the use of virtual textures in id Tech 5 and that became a standard graphic feature called "Partially Resident Textures" How in the world is a graphic shader hack more effective than hardware solutions like TurboCache? Anyway, it works but it seems to be cumbersome to implement so it hasn't caught on I guess.

    Then the AMD Vega architecture launched and AMD began touting how great it's Cache Hierarchy system worked? As if the same idea was not in play per all the above previous examples?

    Also when Vega launched, they made a branded version of "Resizable BAR" which conceptually is the same idea as PCIE's native flexible aperture but apparently even though we made a flexible specification somewhere in the bowels of the graphic hardware specification we still had harded coded limits that needed to be fixed?

    Then PS5 console proposed Direct Storage which also has a graphics memory hierarchy design.

    We have all these tools to use system ram and even SSD \ NVMe for video memory yet we are still designing game engines to front-load all data into VRAM and acting like it's "impossible" to have good performance when dedicated video RAM is below X amount.

    This should be a solved problem by now.

  10. I am not sure but I believe that ReShade offers a temporal or morphological AA solution which might be much cheaper than using in-game MSAA.

    Given your high screen resolution, I am surprised that 8x MSAA isn't sufficient.

    One thing that MSAA doesn't cover is shader aliasing and transparency so cranking up to 16x won't help there. If ReShade doesn't have the needed options, you can also try forcing AA in your Nvidia driver settings. People complain about the blurry nature of FXAA but with really high pixel DPI it should have minimal degradation to image clarity.

    Try setting MSAA to 4x and forcing FXAA for transparency coverage and see if the results are acceptable.

     

    Depending on your aptitude with ReShade settings you might prefer it's SSAO and lighting mods... but I will humbly submit that you can improve the sense of scene depth with my own Fresnel Mod:

    https://www.moddb.com/mods/the-dark-mod/addons/fresnel-mod-211-unofficial

     

    Also you can achieve something similar to the ReShade HDR by modifying the r_postprocess cvars :

    https://wiki.thedarkmod.com/index.php?title=Advanced_TDM_Visuals_Tweaking

    Setting r_postprocess_colorCurveBias to something like 0.2 or 0.25 should make the game look more like your ReShade screens but obviously ReShade has many more customization options for color behavior so you have more control there ( with some additional expense due to increased shader parameters ).

    Note: Some options from that article are gone in favor of a newer bloom implementation controlled by r_bloom settings.

    • Like 2
  11. 24 minutes ago, datiswous said:

    I thought tdm already uses some features ported from Doom3 bfg.

    Yes, we ported some BFG code. Both TDM and RB-DOOM3-BFG have radically changed the shader setup and render backends from vanilla (or vanilla BFG) so it may be difficult to reconcile the two. RB-DOOM3-BFG has a few things that we may be able to port without too much issue though.

    • Like 3
  12. OH!!!

    You have FPS set to Capped under the Advanced Menu eh?

    Doom 3's old capped FPS mode is "not great".

    Try setting it to Uncapped then set Max FPS to 60. ( Both under the advanced video options )

    Normally this only helps on Linux but perhaps Windows 11 has the same problem.

    • Like 2
  13. Thank you!

    Yes, all the recommended changes you highlighted would be changed via the console. Typically invoking CTRL+ALT+~ ( tilde ) to open the console.

    Yes, AA is quite expensive, especially in Stencil Shadow mode where fillrate is heavily consumed. I guess I should also suggest that you try "Maps" for Shadow Mode in the advanced menu.

    To improve shadow map quality, you should set:

    r_shadowMapSize 1440

    and enable single pass shadow maps for better performance too:

    r_shadowMapSinglePass 1

    • Like 2
  14. What TDM version?

    Is "Frontend Acceleration" enabled in the Advanced Video menu?

    You may want to try increasing to jobs_numThreads 4 in the console.

    Also try:

    tdm_lg_interleave 3

    tdm_lg_interleave_min 6

    Which missions?

    What OS version?

    What is AA set to ? ( 16x MSAA is still really expensive in this engine so we recommend using 8x or forcing AA in your drivers )

    See also:

    https://wiki.thedarkmod.com/index.php?title=Performance_Tweaks

    for performance tweaking options.

    • Like 2
  15. Pretty cool!

    As a general rule, Doom 3 \ TDM engines both like long narrow tunnels like this. Dram did a bunch of experiments with different map designs and found that long and thin maps can be enormous and still have great performance. I think this is why "No Honor Among Thieves" has lots of long + thin areas. The designers took Dram's findings into consideration.

    • Like 2
    • Thanks 1
  16. Sounds like you have things handled.

    I will only say that I once thought my motherboard was dead but I removed the battery and left it out for 10min so all current drained. After this, I connected my monitor cable to the on-board video out rather than putting my GPU back into the board. This allowed the board to boot properly. It seems that my generation of UEFI BIOS has some funky memory retention issues that can cause boot failure and only fully draining the power will let you get past them.

    • Thanks 1
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