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cabalistic last won the day on August 23

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About cabalistic

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  1. uBlock Origin is the best adblocker. I don't know if that's what you are referring to, because there's also one simply called uBlock, and they are not the same. But either way, any blocker is only as good as the blocklists you've configured - perhaps you need some extra ones for the sites you are using?
  2. Source, please. I regularly hear these stories circulated about some arrest in some western country for speaking against Islam, and so far not a single one has turned out to be true...
  3. I'm very curious to see how the 3080 and 3090 compare in real-world benchmarks. The price difference between those two is utterly ridiculous. It also feels like we might see a 3080(Ti) with 16 or 20 Gb in the future in-between those two...
  4. FYI, I have a few other things I need to take care of at the moment, so development may slow down a little. But so that you know what to expect, this is what I intent to work on next: Further performance experiments. I specifically want to try and implement fixed foveated rendering. The most notorious performance offender at the moment is a rasterization/fillrate limit due to stencil shadowing. With fixed foveated rendering I could reduce the pixel density at the outer regions, which should help significantly in those cases at a negligible quality decrease. It will, however, incre
  5. No, just follow the instructions here: https://github.com/fholger/thedarkmodvr/wiki/Gamepad-support
  6. Alpha 6 is out: https://github.com/fholger/thedarkmodvr/releases/tag/v2.0.9_alpha6 It contains some minor improvements to culling with experimental support for non-parallel projections for canted displays (Index, Pimax). And I added experimental gamepad support, which some of you may prefer over keyboard/mouse until tracked controller support arrives
  7. It's also not too bad to actually use sockets directly. For the most parts, Windows and Unix sockets are similar enough to make this manageable. I've done that a couple of times in the past.
  8. It does. r_ambientGamma directly affects the outcome of the ambient lighting stage, which is also applied to lightgem calculation. It's very easy to test - go to a dark corner, then increase ambient gamma and watch the lightgem get brighter... Edit: actually, it's fine in 2.08, so this is a regression in 2.09. I'll look into it.
  9. Note that r_ambientGamma has gameplay impact - it increases overall brightness and thus also player visibility. So setting that value high is not a good long-term fix. The issue is on the roadmap for 2.09.
  10. I do mean core. The issue seems to have vanished as mysteriously as it appeared. I linked a current AppVeyor build, because I don't know when exactly the issue was fixed and if the latest tdm_installer build thus works or not.
  11. I don't have any idea what could have broken it, either. Just as I have no idea what fixed it in 2.09, but the overlay *is* working for my current dev build If anyone wants to test this, here's a current dev build: https://ci.appveyor.com/api/buildjobs/ddl4n6spjmevbqy7/artifacts/TheDarkMod.7z
  12. Trust me, the equivalent OpenGL or DX11 tutorials are significantly simpler Well, the advantage is that it gives you a lot more control over the graphics pipeline, which also eliminates a lot of implicit assumptions and verifications needed from the driver. That *can* result in better performance and significantly reduced driver overhead, if you know what you're doing. Imho, Vulkan is aimed at professional engine developers, not hobby developers. Not that the latter can't use Vulkan, but it will eat a significant chunk of your dev time for questionable benefits.
  13. You have been misinformed on the "easier to work with" part If you'd like to get an impression of what it's like to work with Vulkan, just take a quick glance at the https://vulkan-tutorial.com/ section for "drawing a triangle" and see what is involved in even just setting up an extremely simple scene in Vulkan. It's beyond crazy.
  14. Glad you're enjoying it! You can actually disable the deadzone by setting the cvar vr_decoupledMouseYawAngle to 0. You can also fully extend it to 180 degrees, I think - although without currently any other method to rotate the view, I don't think that would be playable
  15. Haha yeah, soft shadows, I'm afraid, would need an improved implementation of shadow mapping to become viable in VR (soft stencil will just never reach the necessary performance). And while that would be an interesting technical challenge, I think right now there are other things to spend my time on that would improve the VR port more. Ambient occlusion, though, isn't actually as big a deal in VR, interestingly. The thing is, I think a major part of its appeal in the flat game is that it helps improve the depth perception. But you already have plenty of that in VR. So while it does add some ni
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