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cabalistic

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cabalistic last won the day on November 4 2021

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  1. I don't think anyone's going to just randomly come up with a better alternative to SMAA. That would take serious knowledge of this particular domain and probably a lot of research and experimentation. TDM is not currently in a state where we can implement TAA well, because good modern variants (including FSR 2) require motion vectors, and we cannot currently create proper motion vectors. Even then, it is by far the most complicated technique to implement well. So, realistically, that leaves FXAA or SMAA. Personally I think FXAA is terrible and not much more than a glorified blur filter and would be a complete waste of effort. SMAA is at least ok in some sense, though for me absolutely not a replacement for MSAA.
  2. Remix only works on DirectX 8 (and 9 without shaders) games, so I'm afraid the answer is no.
  3. Usually, mods are a work of passion and love; that's why they are offered for free despite the significant time and effort invested into them. But if nobody picks it up as their passion project and you actually want to pay someone for it, then you'll have to expect to pay a full salary. In your case, I'd say you would have to hire a team (a programmer isn't enough - you will need people to port or probably remake the assets for the new engine) and expect work for several months. So think about what salary you'd want to earn to have a decent living and multiply that by a couple of people and months, and you'll have a rough idea of what it'd cost.
  4. I think what happens is that the old method caps the framerate at just slightly below 60 fps - which means that in combination with VSync (either enabled in the game or forced by the compositor) will drop the framerate to 30 fps most of the time.
  5. No idea what you consider working. I'm not developing in a VM, so can't really help with that. You can always disable `in_grabmouse` if you prefer the game not to take control of the mouse.
  6. Makes zero difference on the newest driver. Don't think that particular trick survived whatever magic overhaul they pulled for this update. All the better, though Anyway, would have been shocking if they had managed such a massive update without introducing new bugs. In this case, they broke the findMSB function in GLSL - the compiler goes haywire on it in ssao.frag.glsl (line 81). It does work if we just use the fallback that's already in the shader behind an #ifdef, and I just checked and the fallback doesn't seem to perform any different on my NVIDIA card, so ... Would be the easiest way to fix it that I can see.
  7. Yeah, I am aware. I'm evaluating an all-AMD laptop right now, and it raised FPS from 90 to 200 fps in St. Lucia. That's pretty wild. (Though admittedly, the 90 fps were with SSAO enabled, so the comparison isn't quite fair. Still, that's probably the most significant performance increase that a driver update has provided, ever.)
  8. It's an issue with the ambient occlusion. If you disable it (r_ssao 0), it should fix the issue. I'll try to look into it later.
  9. Have you read the docs? https://www.glfw.org/docs/3.3/group__input.html GLFW_CURSOR_DISABLED is very much intentional. It should release the mouse cursor automatically if you alt+tab out of the window, so this is the intended behaviour for regular users. There should be a cvar to keep it ungrabbed for dev work, iirc.
  10. There was a change in the installation process - the old updater has been retired for a new installer. You will have to redownload that installer from the Downloads page -> https://www.thedarkmod.com/downloads/ Extract it to your existing TDM installation and run it. It should then allow you to update to 2.10.
  11. To be clear, I personally did use the native build. It works fine I haven't tried Proton, so I don't know how they compare.
  12. I have tested TDM on the Steam Deck, too, and just to be clear, performance depends on the maps you play. A lot of them run (mostly) fine on 60fps, but some do not. The opening scene for Iris, for example, drops down to 30fps.
  13. Yes, it should. You need to be close enough to the door and also move the cursor (the white dot) with the right thumbstick over the door.
  14. With that config, right trigger should allow you to open doors if the door is highlighted.
  15. FYI, I finally got around to updating the VR mod to 2.10. Just follow the installation instructions: https://github.com/fholger/thedarkmodvr/wiki/Installation There are no new VR features. Development is currently on hold because I'm rather busy working on Half-Life 2 VR. I do want to return to TDM VR as soon as I have the time, though
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