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cabalistic last won the day on July 19

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  1. 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.
  2. 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
  3. 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.
  4. 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.
  5. 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
  6. 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 nice shading to the environment, it just doesn't have the same wow factor in VR - at least that was my experience when I did enable it. Right now, I'm basically monitoring feedback and bug reports to try and get the experience as smooth as possible. I'll also try and see if I can improve the performance a little more so that there might be a little more headroom for at least 2x anti-aliasing, which would already be an improvement. But then motion controllers are in fact the next major item on my todo list. It will go through several stages, first steps will be very primitive and basically work more like a traditional gamepad. Eventually they will control the actual hands and weapons, and yeah, putting the lightgem on the hand model is an idea I also had - however, that all depends on whether I can find someone who can help me with the models for that. I'm just a coder
  7. It's difficult to say. If you have a specific place in the map in mind (ideally coordinates with getviewpos), I can check it out. I just played through Tears of St. Lucia in VR, and the lightgem seemed alright. Doesn't mean that there might not be a few instances where I messed something up, though It might also help to recalibrate your seated position. If it's not properly calibrated, your actual player avatar might be in a slightly different position than you think, which could also explain some lightgem value differences.
  8. So, out of curiosity I installed TDM 2.05 - which is dead simple with stgatilov's new tdm installer, btw. Holy shit, was that first VR alpha bad. Hard to believe I ever released it in that state As far as performance goes, it's a bit of an interesting picture. The new builds win leaps and bounds when it comes to CPU performance - that is not surprising to me, as I've invested a lot of effort in that regard. CPU performance in the old builds does cause quite a bit of reprojection in certain scenes e.g. in "A new job", whereas with the new builds I can go through the entire mission without reprojection. However, GPU performance may have deteriorated somewhat. The old builds don't have the profiling tools of the newer ones, so it's difficult to pinpoint what's going on. But looking at SteamVR's frame graph, the GPU is spiking a bit more in the newer build. The baseline looks very similar to 2.05, but every third or fourth frame GPU time spikes, and as a consequence there may be less GPU headroom. Which, consequentially, could cause more reprojection in GPU-heavy scenes, as scenes with many lights potentially are. I think this is probably a "regression" in the base game, but definitely worth looking into. Although, it isn't really a big difference, and I also need to point out that the comparison is a little unfair, as the old build does have some graphical glitches. Also, I have briefly tried The Painter's Wife, and as you would expect, it is not a smooth ride throughout. The open city parts are prone to reprojection - there's just too many lights at once. It wasn't outright bad, though. Might still be very playable, depending on your tolerance for reprojection.
  9. Alpha 5 is out: https://github.com/fholger/thedarkmodvr/releases/tag/v2.0.9_alpha5 A few minor bugfixes, and I finally found time to add a basic comfort vignette, if anyone needs it. The vignette (and other stuff) can be enabled and configured via cvars, which are described here: https://github.com/fholger/thedarkmodvr/wiki/Advanced-settings I also made the spyglass work in a way by forcing it to render in 2D to the UI overlay. Not the most amazing/immersive solution, but at least this way it functions.
  10. Yeah, except as a developer, I don't really have time to do it, because there's always something that needs to be fixed or implemented So any mission recommendations that you guys can give for VR would be very welcome
  11. Alpha 4 is available: https://github.com/fholger/thedarkmodvr/releases/tag/v2.0.9_alpha4 It fixes a regression that broke light/shadows and the lightgem visibility in many places, so it's kind of an important update It also features a few quality-of-life improvements, and a working compass.
  12. Thanks, great you're enjoying it! Meanwhile, I've gotten the compass to work, and I'm currently investigating some rather strange light/shadow problems. Hopefully I can get that one sorted out, as it's currently the nastiest bug I'm aware of...
  13. And Alpha 3 is available: https://github.com/fholger/thedarkmodvr/releases/tag/v2.0.9_alpha3 @BuckleBean I've implemented your idea of a cone of mouse movement that does not turn the player view. You can control its size by vr_decoupledMoseYawAngle. Setting it to 0 disables the whole thing What do you think? The other noteworthy change is that I've dealt with cutscenes (e.g. the beginning of NHAT): since these take active control of the player camera, I'm rendering them in 2D to the overlay instead of to the eyes to avoid nausea. In general, I'd appreciate some feedback for this version. I think it is now in a state where I should promote it outside of these forums.
  14. Aaaand done, mouse aim indicator is finished Here's the new release: https://github.com/fholger/thedarkmodvr/releases/tag/v2.0.9_alpha2
  15. Still working on the mouse cursor, which I think will make an excellent feature to release a new alpha In the meantime, if you'd like to play with the fixes and improvements I've already completed, you can find a current dev build here: https://ci.appveyor.com/api/buildjobs/fwf5dhl36dkm2nve/artifacts/TheDarkModVR.7z This includes fixed text rendering and also a somewhat workable underwater view. Please delete your darkmod_vr.cfg, as I may have changed some defaults that are relevant for performance or correctness! I also started the outlines of a wiki for The Dark Mod VR over at Github. I thought it might be a good idea to document missions and how they perform in VR, as an orientation particularly to newer players that might be interested in the mod. If you'd like to contribute, feel free to edit/create pages for missions and add whatever you find worth mentioning: https://github.com/fholger/thedarkmodvr/wiki
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