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cabalistic

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Everything posted by cabalistic

  1. So, if you put a solid color as output, you get a solid color (no corruption)? In that case, it sounds like the input texture to the tonemap stage might already be corrupted. Hmm...
  2. Please don't. It'll ruin performance You probably want to look at this thread, first, specifically my later posts:
  3. Fixed in trunk. Honestly, our code to make render copies is so far up legacy hill at this point I'm not sure what else might be broken in specific circumstances
  4. You did restart TDM after changing, right? There are some lingering effects otherwise.
  5. Actually, this has nothing to do with anti-aliasing. g_enablePortalSky 1 is just fundamentally broken with r_fboResolution changes. And I'm not sure what the proper fix is, as I don't really know how that particular method works. It should probably use a different texture than currentRender.
  6. That's because you set g_enablePortalSky to 1, correct? With 2, I cannot reproduce the issue. Unfortunately, 1 overwrites the currentRender image and messes up the resolution, which it really shouldn't.
  7. I've published a new release to bring the VR version on par with TDM's 2.0.9 beta: https://github.com/fholger/thedarkmodvr/releases/tag/v2.0.9_beta1 Still no room-scale, sorry.
  8. As far as ray-tracing goes: it's definitely not essential or anything, but wet surfaces in Cyberpunk look drop-dead gorgeous with it. Streets in the rain are really something. Not that it looks terrible without it, it's just that little bit more eye-catching Here's a shot without RT: And here it is with RT:
  9. Well, it was in fact not universally broken, because on Windows maxSamples was set at an obscure place in platform-specific code. A fix is on trunk, should make its way into the next beta.
  10. I think it might actually be universally broken. MSAA values are clamped by glConfig.maxSamples, however, in the current code it does not appear to be initialised anywhere. This may have been lost in some refactoring...
  11. BTW, got a crappy PC? This might help
  12. It's a 2080 Ti. Needed the horse power for VR dev I haven't actually measured performance in Cyberpunk, all I can say is that it feels adequate to me. I'm not running the absolute highest settings, since my monitor's resolution is 3840x1600, but do have raytracing enabled. Looks awesome, DLSS really does a great job.
  13. Bummer. You could try this mod: https://www.nexusmods.com/cyberpunk2077/mods/107 It contains a few unofficial improvements and apparently a fix for at least one particular kind of crash that some people are experiencing, related to AVX instructions. Perhaps that's what you're dealing with, too?
  14. TAA is, unfortunately, the most complicated form of AA to implement because you need to generate a good velocity buffer to get good results - and I'm not sure if we can do that in all situations. FXAA is, in my opinion, a garbage blur-fest and not worth the time spent to implement it
  15. In 2.08, GUI was excluded from gamma. Unfortunately, TDM also abuses GUIs for fullscreen effects like darkening water vision, and so excluding GUI from gamma meant that all those effects ended up too dark. We did not find a feasible way to distinguish between those effects and actual GUI, so unfortunately the only fix for now is to apply gamma to everything. You can manually set it higher if you want. The reason the limit is in place is that, right now, no maps use "HDR" lights, i.e. lights whose brightness goes beyond 1. But "proper" Bloom effects need that, because otherwise you always walk a very fine line between overbrightening the scene or seeing little effect from it. The moment that mappers start to use actual bright lights, you will need to lower the effect strength of Bloom accordingly. Restricting it to 0.7 is a safeguard so that users don't accidentally set values that'll look awful with bright lights in the future
  16. Does AMD enable this feature by default, or did you have to enable it? If the latter, then I think this is entirely the user's obligation to check that the setting actually makes sense for the games they play. Neither NVIDIA nor Intel enable sharpening by default afaik, so I think for the majority of plays it is better to have this default to on to give the best visuals.
  17. Meanwhile, I've found my groove in the game and am now thoroughly enjoying it. I guess I'm lucky in that I have a pretty beefy system to play on and also haven't encountered any major bugs - the smaller ones I've seen don't worry me too much. But gameplay and story-wise, so far the game matches pretty much what I enjoy playing, so if the story doesn't take a completely disastrous turn down the road, I'm already fairly certain I'll be finishing this game more than once
  18. We can't detect GPU driver settings, so you'll have to disable one or the other manually.
  19. There are some differences, yes, because mode 2 calculates lighting in a different space, which leads to subtle changes in the outcome. There isn't necesarily a more correct version. In particular, the differences with the lamp are actually a bug in mode 2, because for some reason a select few small surfaces aren't rendered. Still investigating that
  20. It depends on the scene a lot. For me, it is faster in some scenes and slower in others. Sometimes the difference is fairly small, and sometimes it is significant.
  21. If no one else wants to, I could look into creating an outline effect for highlighted objects. Probably after 2.09, though, or as a "late" addition to the beta, at best.
  22. Played for a bit yesterday. The atmosphere is great, it feels like Deus Ex meets GTA with a side serving of several other things I'm still struggling with all of the gameplay mechanics; so far I've mostly played it rather awkwardly as a shooter. But it definitely has more depth than that, just haven't really gotten the hang of things, yet. I'm not 100% sure about the first person perspective. I get that it was an artistic choice, and it's definitely interesting to see some of the cutscenes from an ego perspective. But it also feels like a third person view might have made navigating easier in some situations. Eh, I'll probably get used to it Game definitely has bugs, though. Haven't encountered anything game-breaking (yet), but I've seen characters clip through solid objects or walking through my car. And on occasion, they cause a chain reaction of breaking bottles or other stuff by walking into objects
  23. There is gamepad support in the latest version: https://github.com/fholger/thedarkmodvr/wiki/Gamepad-support Motion controllers will still take a while.
  24. According to Steam, I have about 45 hours logged in the game in the past 3 weeks. This is one of those weird games where I can't quite explain why I like it, but I do On paper, it's a fairly simple and repetitive game, so after the first few runs the novelty should wear off and it should get boring. And for some it probably will, I suppose. But with the right group of people it's just really fun, and it can occasionally be quite unpredictable. The horror aspect of it does wear off after a time, so I find it's become more of a chill game to relax with friends
  25. I agree with the comments that you should probably invest a bit more time in a carefully edited video if you want to promote and show your work to a wider audience. But congratulations on your accomplishment! As someone who has some idea about the amount of work that goes into something like this, I think this looks really good already! Better than many early access titles on Steam, for sure. And 11 months is almost no time at all
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