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cabalistic

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Posts posted by cabalistic

  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.

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  2. 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.

  3. 4 hours ago, AluminumHaste said:

    Try renaming darkmod.exe to doomx64.exe

    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.

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  4. 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.)

  5. 17 hours ago, lowenz said:

    DAMN, *REALLY* nice boost on Radeon GPUs with the lastest drivers with OpenGL 20 years long awaited improvements! (they've totally rewritten the driver, I got freaking improvements in old OGL 2.1 era games too)

    +50% with the same settings on an old RX 570! (55 FPS -> 80 FPS)

    The-Dark-Modx64-2022-07-27-17-24-45-635.

    https://postimg.cc/rRxZ8RXv

     

    But maybe there's something wrong (?) with the brightness, now with gamma @1.2 the scene is really dark (you can see the PITCH BLACK in the screenshot before 😐 )

     

     

    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.

  6. 5 hours ago, duzenko said:

    @cabalistic Why GLFW_CURSOR_DISABLED?

    For me it causes the mouse cursor to never move unless the cursor is released for e.g. game console. I'm changing to GLFW_CURSOR_HIDDEN as that seems to be the intended flag.

    https://stackoverflow.com/questions/4431637/hiding-mouse-cursor-with-glfw

    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.

  7. On 6/8/2022 at 8:53 AM, Xolvix said:

    I can't help must notice the discussion is around running the Windows version of TDM on the Desk which (when unmodded) is running Linux.

    Not even acknowledging trying the NATIVE Linux build on Linux via the Steam Desk breaks my brain. It's like trying to speak French to a stranger in an English-speaking country first, seeing if you get lucky, and then switching to English if they don't understand. :)

    But then again maybe it's true that Windows binaries have become something of a "universal" binary these days, which is why developers rarely build Linux binaries for games anymore.

    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.

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  8. There isn't necessarily much you can do. TDM is based on an old rendering engine that is not optimized for modern hardware. It only has limited multi-core support and doesn't always make the best use of modern GPUs. As such, your results will vary from mission to mission - some missions are better optimized than others.

  9. I haven't really heard that laptops with discrete GPUs have a significantly higher failure rate. They do, however, affect battery life, weight and consequently mobility of the laptop. The coexistence of integrated and discrete GPUs can also be a painful on occasion, with apps sometimes launching on the wrong GPU and you having to figure out which port is connected to which GPU.

    If mobility is not your highest priority, I think a discrete GPU in a laptop is generally fine. Otherwise, the Ryzen 6000 chips definitely have the strongest integrated GPU right now (not counting Apple's M1), but they are also still rare to find in an actual laptop.

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  10. The problem with UI, I'm afraid, is first and foremost a technical issue. The existing UI system is an absolute pain to work with, and any effort to implement any reasonable modern UI concept in that system will drive every developer involved in the effort absolutely insane. I'm only half joking.

    Before any such effort could take place, I feel that the system needs to be replaced entirely. But that is also a massive pain because there's no good option to keep backwards-compatibility with existing missions. And the most obvious candidates for UI systems are rather large dependencies. So while I agree with the necessity of a UI overhaul, I'm not very optimistic for it to happen anytime soon.

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