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nbohr1more

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Everything posted by nbohr1more

  1. As a general proviso, I would caution against using well optimized missions like "Written in Stone" for evaluating this BVH feature. While it might be desirable that the heuristic detect when a mapper has done considerable work with visportals and culling to evade the necessity of BVH culling evaluations and disable them, it's entirely unclear whether any such heuristic is even feasible. The BVH feature is for very poorly optimized missions. It should have negligible impact on optimized missions while drastically improving poorly optimized ones. I'll try to replicate locally but I would not expect too much more work to improve things here. I guess it might be cool if there were an entity flag to bypass BVH for mappers who are experts at optimization? ( LOD \ SEED flags already bypass it in the latest builds as I recall )
  2. Could be forced vsync in your video driver, forced vsync in your desktop composite solution, etc? You have TDM set to Windowed, Fullscreen, or Borderless Windowed ?
  3. To determine if there is any further bvh bottle-necking in accelerated mode we will need you to set com_maxFPS to something high enough to show a difference, maybe 120 ?
  4. The BVH optimization that splits models might be doing too much work in that scene. What might be informative is if you uncap FPS ( com_fixedTic 1 ) and try setting r_modelBvhBuild back to the default setting. It may be that it doesn't properly work with capped FPS for some reason? Also see what happens with Frontend Accelleration enabled and uncapped FPS when you toggle r_modelBvhBuild to different modes.
  5. Not sure you understand the feature. That transparent geometry IS WHY these these are called "volumetric". All Doom 3 \ TDM lights use light volumes but the new "volumetric" lights are meant to render God Rays, light shafts, etc by filling the light volume with transparent dust \ fog. When you disable the volumetric feature the lights go back to being standard TDM lights with no God Rays and dust. The other rays and dust in the scene above are made by particles and patches.
  6. Congrats! The mission is now available in the mission database. If you would kindly offer updated screen-shots I will add them to the mission database
  7. I am curious to know whether the banding and ring artifacts happen if you also enable volumetric dither. In the current design both blur and dither can be used together rendering a smoother overall appearance.
  8. There are a few OpenGL to Metal wrapper projects that would allow an almost native design: https://github.com/openglonmetal/MGL https://github.com/kakashidinho/metalangle Not ideal.
  9. @vomoc I am still interested in seeing a 2.11 dev build condump. It would be interesting to know what things still fail.
  10. It seems that there is a reverse engineer group ( Amernime \ Nimez ) who are back-porting newer AMD drivers to older GPU versions. Terrascale 1 support is currently a "work in progress" : https://forums.guru3d.com/threads/amernime-zone-amd-software-adrenalin-pro-driver-release-nemesis-22-10-3-whql.436611/ If you are interested, they might have beta versions up on their terrascale discord. The downside is that these are community created drivers rather than official ones by AMD. Maybe AMD will release some sort of maintenance for terascale like they did for some of their other old GPU's.
  11. Hmm... The texture name and path are the same... See if there is another material that has "textures/darkmod/sfx/thunderpuff" as it's name and see if it has a sort value. If it is set to sort last ( so that it renders over water ) it might be fighting with itself when the particles are dense. That said, new custom materials should generally have a different name to the texture path since the material will use the texture name as a path location ( a sorta sloppy inheritance design meant to supposedly make things easier for compound materials that reference other materials ) I'll look into it tonight if I get a chance.
  12. 2.11 latest 16650-10157
  13. textures/darkmod/sfx/thunderpuff { qer_editorimage textures/darkmod/sfx/thunderpuff noShadows translucent { blend blend map textures/darkmod/sfx/thunderpuff rgb 1.0 } }
  14. Fade is controlled by vertex color. You might be able to get it working better by adding the rgb keyword to the material. Also, perhaps the "textures/darkmod/sfx/thunderpuff" texture has no alpha channel? If so, you could use the makeAlpha keyword and a grayscale texture to give it alpha. https://modwiki.dhewm3.org/MakeAlpha_(Image_program_function)
  15. Beyond trying older versions like 2.06 or 2.05, I will request that you try the latest Dev Build: I believe that some shaders have been restructured to remove requirements around bindless textures and AZDO behaviors since 2.10
  16. Thanks! Looks like the driver isn't fully OpenGL 3.2 compliant? Strange as I thought even older cards had OpenGL 4.x support.
  17. https://wiki.thedarkmod.com/index.php?title=Console_Useful_Controls Try CTRL+ALT+ ^ or whatever key is in the upper left of your keyboard. If everything is still black, just try typing the command as if you did enter the console and see whether any file was created.
  18. Would you be willing to capture a tracy timeline? https://wiki.thedarkmod.com/index.php?title=Tracy:_timeline_profiler Probably a good idea to get a condump and darkmod.cfg too (just for the sake of consistency). There might be new OpenGL errors (etc). https://wiki.thedarkmod.com/index.php?title=Reporting_Problem @stgatilov do you suppose all those texture bind noise errors that show when r_debugGLSL is enabled might be at fault here? Maybe AMD penalizes those errors more?
  19. Yes Start TDM then use CTRL+ALT+~ to open the console and post the results for condump no_graphics.txt
  20. We need the condump results to move forward. That said, you can try setting: r_useNewBackend 0 r_useBindlessTextures 0 r_glCoreProfile 0 r_fboColorBits 32 in Darkmod.cfg
  21. What graphics driver? What OS? Please post your Darkmod.cfg Please use CTRL+ALT+~ to open the console and post the results for condump no_graphics.txt
  22. Try setting r_useNewBackend "0" in darkmod.cfg and set Color Depth to 32-bit under Video Settings > Advanced in the GUI If you still have render issues, please hold down CTRL+ALT+DELETE then type condump graphic_glitch.txt in the prompt and gather the resulting file from your darkmod directory.
  23. ( This will also require a custom skin def ... ) This is what is proposed: Custom material: /some_custome_material_name // Shirt { blend diffusemap map makeIntensity(models/md5/chars/guard/body_shirt) _color }
  24. Yes, psychological horror is fine. To be clear, the mission doesn’t even have to be horror themed. You could just have a heist set in a late fall season ( for example ). It’s up to the mission author to convince players to give the mission a good theme score so the mission could completely ignore the theme as long as players are happy with its inclusion in the contest in some way. And really, going out late and stealing stuff is also already a creepy activity so any other horror attributes are a bonus to the default creep factor.
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