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nbohr1more

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Posts posted by nbohr1more

  1. I’ll bet it performs way better than stated in the article. When I saw the YouTube video it looked like they were using capped FPS which has horrible performance on Linux and even dips below 30 fps on the training mission with capable hardware. Uncap fps on the same setup and you have over 100fps everywhere in that same mission. Window works much better in capped mode but still has issues

    • Like 1
  2. 34 minutes ago, Wallace said:

    Haven't tried the update yet... but can anyone give me a ballpark figure as to how much their FPS and/or load times has improved? (if at all)

    The big improvement to load times was in 2.10. About a quarter of the time to load missions ( or lower ) compared to 2.09 ( which also had a few load time improvements).

    FPS improvement might be around 2x with Anti-Aliasing at 4x or higher.

    There were beta missions that saw a massive 150 to 200% improvement in performance but in both cases the authors fixed their performance issues through changes in map design or scripting. The project is now more resilient against some pathological performance issues if the map authors don't address them but no in-the-field map has any dramatic issues like these. We are future-proofed for bigger missions though.

    One mission "Scroll of Remembrance" still has very poor performance and the optimizations between 2.10 and 2.11 have had no effect. Likely the only way to address it is having the author or another team member examine visportals and other options to close off rendering.

    • Like 4
  3. The shadow map algorithm tries to jitter all the samples and increasing the softness radius causes the samples to spread out instead of being jittered on top of each other.

    The only way to improve this currently is to increase the quality which increases the number of samples and makes the gradient smoother over a larger area.

    • Like 3
  4. As I recall, when JC-Denton did the HDR-lite implementation he made the following changes:

    1) Increased the default specular response and added a simulated light bounce per the Doom 3 Brilliant Highlights mod by Maha-X

    https://www.moddb.com/mods/brilliant-highlights

    2) Added a glancing angle fresnel response

    3) Added a small default specular amount to materials that have no specular so that some of the lighting effects would work better

    4) Mixed in some of the diffuse color into the specular to slightly approximate radiosity effects

    As of 2.11, 3 and 4 are no longer applicable but 1 and 2 still happen.

    • Like 2
  5. Yeah, the behavior here is what we have seen since JC Denton's "HDR-Lite" shaders were introduced.

    Once the glancing angles amplify the light response above the rgb threshold for bloom, you get the blow-out. It looks realistic in some scenarios such as near a fireplace or torch but is not quite convincing with area lights or large bright lights whose light center is further away from the surface of the affected material.

    Example of the benefit of the effect ( ceiling fresnel effect :

    14_beleaguered_fence_4.jpg

    I guess the workaround is to darken the specular and diffuse a little further, maybe add a blend filter stage ( faked AO, etc), and maybe add an alpha channel to the specular to tone down the gloss response.

    • Confused 1
  6. I believe this is called "Functioning as Designed".

    If authors override core def files in their missions, then the missions will not incorporate new changes to those core files. The authors may choose to modify the def files as described if the new blackjack helper doesn't conflict with their intended design.

    • Like 1
  7. 2 hours ago, stgatilov said:

    Did anyone try 32-bit executables BTW?...
    Especially the Linux one.

    I just tested now. A few interesting results:

    I was able to load all the largest missions ( Painter's Wife, Iris, Penny Dreadful 3,  BCD, NHAT v4 , Northdale 1, Written in Stone  )

    Some of the larger missions would not render shadows in Shadow Map mode if you had a higher r_shadowMapSize value ( resolution ) than the default 1024. Painter's Wife required you to drop to r_shadowMapSize 512 for shadow map mode.

    Many missions loaded with AAS32 out-of-date errors at the start.

    Missions had AI that were properly pathing but there was an increased prevalence of AI going in circles in tight areas.

    Not sure how valid this is because I have a 64-bit CPU and OS so Linux may be compensating somehow when the 32-bit memory limit is reached and allowing these monster missions to load?

    Edit:

    Tested the 32-bit Windows executable under Wine.

    I was able load BCD with no issue and ran fine. Iris loaded but had very low FPS ( 5FPS or less ) at the start and remained pretty unstable FPS wise 20 to 40FPS. Painter's Wife provoked an emulated Windows Crash on load.

    • Like 1
  8. I believe the plan was to first get better reflections working then move towards better surface shading and finally incorporate the probes into the ambient_world ( aka probe GI ). Hard to say but it may just be easier to examine what can be ported from RBDoom3BFG and add the full feature-set in one big change.

    If someone wanted to examine the shaders from that project and try to make them comply with our design requirements ( OpenGL GLSL 3.3 ) that would make it easier to begin such an evaluation. For non-team members, I think that only hmart, jonri, and totallytubular ( maybe Filizitas ?) have the skill-set to do this type of thing so it will probably wait until a team member has time to begin experimenting.

  9. I don't know where you came to the conclusion that any "plan" involved manual probe placement?

    If you are discussing a "probe system" you are naturally discussing some sort of automated spawning mechanism

    and most likely a jittered grid. RBDoom3BFG does roughly what you are describing, auto generated grids of probes.

    In concept, we would probably incorporate probe generation into dmap but it's certainly possible to also allow mappers to manually place probes.

    All this has been true of probe systems going back to (arguably) the first probe system "precomputed radiance transfer" in HL2.

    TDM's cubemap based ambients already allow manual placement but notably are deficient in comparison to a proper probe system and have been this way since v2.05.

    • Like 2
  10. While using this to add professional voice-actors to missions is likely illegal, it may be worthwhile to see whether our own voice-actors might be OK with FM authors using this if they are not available to offer their services.

    For example, ERH+ has a WIP mission "Seed of the Loadstar" where he is using voice-to-text for the cinematic sequence. Rather than waiting for voice-actors to have time to assist, it might be easier to use this AI tool. Even if just for beta-testing the concept to see how it sounds in mission.

    @New Horizon @redleaf @Norbert @AndrosTheOxen @Deadlove @Lux @Mollyness

    @Goldwell @Goldchocobo @Mortem Desino @ocn @BrokenArts @Narrator @Noelker

    @V-Man339  would anyone in the voice-acting group allow mission authors or the TDM team to use AI to generate new vocal lines for missions or new AI characters (etc)?

    Does anyone strongly object to any AI usage even for beta-testing?

    If we get some responses we can add the voice-actor's stances to the wiki:

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

  11. 48 minutes ago, chakkman said:

    The thing is, if some mission author decides that he wants a whole area without any dark places (for whatever reason), and you can all of a sudden easily climb up a ladder, and dump all bodies on the rooftop, then that's not the way the author intended it to be, just because an update suddenly implements carrying bodies up and down ladders.

    Just a (stupid) example, there are probably much better examples.

    In the end, as you say, I don't see a compelling reason why you'd want to be able to make such acrobatics anyway when carrying a body, when there's more than enough spaces on the same level in most missions which don't require you to mantle up and down anywhere.

    Anyway, maybe I shouldn't get involved that much, as I'm a mere player, and never really contributed anything useful to the mod anyway.

    Well, we work on this project for players so I wouldn't be so quick to discount your own input. We probably need more player input because forum posters are really atypical people. I recall someone once stating that over 80% of a forum population are lurkers who just observe the discussions of others.

    • Like 2
  12. We currently have, "myself", stgatilov, dragofer, greebo, demagogue, STiFU internally coordinating. Thus far I have been fielding all questions but others are free to join. Epifire and New Horizon were also planning on joining. Non-TDM members are also free to join in and answer things that are well known to regular players and the community. Hopefully we won't need to do too much moderation or correction if someone posts something inaccurate about the project.

     

     

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