Jump to content
The Dark Mod Forums

No Trickster

Member
  • Posts

    20
  • Joined

  • Last visited

  • Days Won

    1

No Trickster last won the day on February 21 2020

No Trickster had the most liked content!

Reputation

19 Neutral

Recent Profile Visitors

544 profile views
  1. For example, that is fixed, no more "wasted time", so no more "gratuitous latency". That was just a mishandling of the socket. That "warming up" was related to OS buffers, like I said in one post, but was caused by mishandling the socket buffer. Performance-wise: I activated the FPS counter, I uncapped FPS , I tried to reach more than 60 FPS but I couldn't (maybe my driver in linux is not uncapped or I didn't set vsync off ... I really didn't attack the "60 FPS problem") what I wanted to see if this code was affecting FPS in any way and I found it does not. Maybe 2 or 3 FPS , but that's not a big performance penalty. I would need to try that by slowing the game FPS (forcefully), simulating a slower hardware, and try it going on 30 FPS to see if it is more affected. Anyways, any other users testing it would be something good. Right now, I really don't know if Windows will have its own performance issues when porting this. Because I made use of some features of sockets that maybe are linux-only or maybe not. I didn't get there yet. I hope I don't crash with a wall when I decide to port it to windows just because of "sockets stuff".
  2. No, I'm afraid not yet. I can tell you that I've been working on it to fix some issues, and I already fixed many of them. Right now it is much better than before, when comparing to those first versions on the videos. I was on vacation, and all this "project" was born on my free time. Anyways, it is not dead, I just didn't make more posts in the forum, because I wanted to fix it and make more videos like I promised. Windows port: I just didn't start it yet. I know I will have to do it if I want more users to try it, so I'll do it, but I can't say when it will be available. EDIT: My vacation ends this Sunday.
  3. One other very important source for inspiration: https://en.wikipedia.org/wiki/Police_911 Look this video, it gives the answer to the question "Can a human lean safely while playing a videogame?" :
  4. More videos are coming!!! I need to cover many topics in the videos, including some already discussed here. Those videos would need more editing. The 2 videos I posted are of "low production quality" and offers zero explanation of pros/cons, or maybe hints, it doesn't show implications of the development / design decisions, says nothing about performance. EDIT: the angle can be tweaked. It is not like you always have to rotate your head 90 degrees to achieve 90 degrees in TDM, right now the angle is upscaled a little, so maybe my head at 70 degrees makes 90 in TDM. BUT EVERYTHING CAN BE EASILY TWEAKED!!! DON'T THINK THE ANGLES OR THE HEAD ROTATION IS BOUND TO BE MADE ONLY IN THE WAY I SHOWED IN THE VIDEOS! IT CAN BE EASILY ADAPTED FOR HIGHER SENSITIVITY, FOR EXAMPLE IF YOU ROTATE YOUR HEAD 15 DEGREES THE GAME ROTATES 60 DEGREES!!! IT IS ADJUSTABLE! ALSO, A MAXIMUM ANGLE CAN BE SET SIDE-TO-SIDE IN TDM!!! Remember: side-to-side lean in TDM was bound with a maximum angle of 15 degrees only!!
  5. Thank you for your reply!!! EDIT: I forgot something very important: I think the input lag you saw was on the first seconds after starting the map? Please, look again. Follow the entire sequence. It takes 2 or 3 seconds I think "to build up", and after that "warming up" period it works great and is more responsive. Maybe look at the video that says test 1, the "darker video". There I play through a FM until I die. It is very important that you say which input lag have you spotted, which video and at what time. (The "warming up" I think it is related to: (1) intrinsic WiFi operation (when it changes from a "send nothing" state to "send data at X rate" state). (2) OS buffering. (3) My algorithm for processing data ) So ... you could see it!!! No one else said anything about latency. Let me explain: yes, you're right, it has lag, but I think it can be diminished. Let's say this: to make this video I configured it for stability, I mean minimize shaking. I could try making it go faster and loose some stability. I really did not test its parameters widely, I only tested 2 times, the first was horribly sluggish, the second was convincing enough to me for making these 2 videos (I didn't think that someone would notice it so early ). Some more testing (maybe 15 or 30 minutes) and maybe I will find a better parameter to minimize latency while not losing much stability. (I must say: all this was forethought, I didn't leave it to chance ) No, it won't. Think of what I made like this: "an extension to monitor + controller" (where controller could be keyboard + mouse, or your favorite gamepad). So it doesn't compete with VR, nor did I think it is on the same realm. This would be for a better experience inside the game while you play with your monitor (and believe me: it is really fun leaning yourself to lean in the game! ). You are totally right, but just because of "real physical limitations", not limitations on the phone sensor nor the data. Example: when you move the mouse you're moving 2 axis. I think they would be called yaw/pitch like you said. Let's call them X and Y axis. The player rotation in the X or -X direction won't be very useful (although it is "doable" if I code it), because of limitations of your own head and the visual field of your eyes. The same would happen with rotation in the +Y or -Y, though it would be worse, because human sight (or field of view) is more limited upside/down than left to right. So I would say, there's human limitations, not hardware limitations. Moreover, I'm shortsighted and I use lenses (don't ask me to wear contact lenses because I hate them) and the lenses (depending on the design of the frame) puts more constraints over your side-to-side and to your upside/down view when rotating your head. Not in this case. The App sends 3 coordinates. From there I could interpret the "whole orientation" of my cell phone (or any cell phone). What I cannot achieve with this method is global positioning of the cell phone in a room. That would require lots of other stuff, and maybe cannot be done (but I don't say it's impossible .... nowhere near impossible). The 3 coordinates: think of them like this: if you leave your phone over a table the Z axis is going through it (gravity vector is parallel to Z axis in this case), so the phone App reads X=0, Y=0, Z = 9.81 (the last value could be gravity vector or could be anything else, depending on the data the sensor sends or that the App sends). Exactly. EDIT: If you're referring to rotating yaw/pitch, then you're right, and I gave the explanation above. If you're referring to what @peter_spy said in one of this posts, then no, you're wrong. I mean, this kind of leaning does work, I find it useful inside the game, and it doesn't feel weird, or disorient you in any way. Please, test what I'm saying in your house, in a room, wherever ... what happens when you lean to a side and look at the horizon? Does the image your eyes receive or your brain processes rotate or looks weird? No, it doesn't. I tested leaning 90 degrees to a side, it looks like the brain compensates it or corrects it, and makes it horizontal all the time, like if your head never rotated. I think that's a brain ability, compensation, or whatever, I think it is built-in into humans. EDIT: FUNNY DEVELOPMENT NOTE: before testing it inside TDM, this required various tests for the coordinates received and its processing, and I needed to test which would be the maximum and minimum values "achievable" by a human neck/head going at maximum speed for correctly setting a scaling factor. The human neck/head was mine, and the tests were moving my head "in the most violent way possible" from side to side for capturing those minimum and maximum values. (This could sound weird but it was needed!). NO HEAD/NECK WAS BROKEN WHILE MAKING THOSE TESTS.
  6. OK, nice to know that Steam has that kind of feature and that TDM works with Steam Link. And no, right now I'm not interested in those "cheap VR" solutions. I've tested one years ago, it was cool, smooth, on a Goog Pixel 3 that a friend had, tested with Goog Cardboard, but my cell phone doesn't have lots of hardware , and my WiFi is just 802.11 N, so I'm not sure if I have anything for it to run smoothly. Anyways, I coded did this thing for using it with a monitor. I like to think of it as an "extension" to "traditional PC gaming" with mouse + keyboard. I don't dislike using my monitor for gaming.
  7. Hi, I'm new to this forum and I must say not a newbie but at an introductory level about graphics programming, and also a little C++ experience. (I did code some things graphics-related in the past and dedicated a lot of time to inform myself of CG stuff. But my "total hours" coding CG are really low. Having read other users posts in this forum I see that right now I only reach the soles of their shoes). What I'm about to say maybe was already spoken in this topic or another, but ... what about Vulkan? (for achieving more 3D performance) I've read talks about this between @HMart and @cabalisticand others, I'm aware of the implications and cabalistic's view that modern OpenGL could be a better choice for "porting" the renderer. One of those was that modern OpenGL would need converting all shaders in TDM. Does that apply to porting to Vulkan, too? I'm trying to figure out which of these options would be "the shortest path" towards porting the renderer: Current OpenGL -> Modern OpenGL -> Vulkan Current OpenGL -> Vulkan
  8. I'll reply further about these issues, with no intention to be aggressive. Why? Are keyboard + mouse "immersive"? You are right, but they would have no trouble at all wearing a VR headset? If you're saying it because "cell phones emit EM waves", then ok, you can put your phone in airplane mode, shutting of 4G. But it needs WiFi ... so there would be the discussion "does WiFi" affect your cells? And so I'll say "if there is any wireless VR headset, do you think it would not use WiFi , or the 2.4 GHz frequency band?" No, that's not right, you're assuming, you haven't tested it. I tell you that it doesn't feel weird. Of course, I won't argue that. But what if the game supports ANOTHER (experimental) kind of controlling it? Let's say that 5 users out of 100 will use this fluid lean, and that allowing this would NOT BE THE DEFAULT, but with a CVAR you could turn it on or off, so normal users won't be affected if they download and install "vanilla TDM" ... would it not be great to have it and the possibility to test it anyways? I won't harm TDM in that way, I can assure you that. Yes I think the PS4 tilt would annoy you because you would have to have the controller ALWAYS in horizontal. It depends on how it is implemented. But I think it is not worth it. "Definitely needs prototyping and testing": If you refer to this fluid lean, I can ask who is on linux? Anyone wants to test this? You need an Android phone (and the app needed on the phone is on google play, I think it has many years on Goog Play, I didn't develop any Phone App for this).
  9. One further question: Is there a poll in this forum that asks which types of controllers do players use?
  10. Can you further explain why? Both of them: why do you say full VR only or one controller only? One of the reasons I made this was (I give 2 reasons) that VR is expensive to buy (in most cases) and because many years ago (no VR existed back then, at least not the VR as it is today) existed the idea that when you are (in game) in front of a corner of a wall, and you naturally have the tendency to lean, to look past that corner. I've also seen people playing with keyboard and mouse like 20 years ago and they had a tendency to lean to a side to look further ... that move is made instinctively. So that idea "follow the player side movement with the monitor" always was in my mind. I know full VR is way better than this, it gives you an amazing experience, and this kind of leaning can't compete with that. Anyway, this can improve gameplay experience if you don't own a VR headset. Does TDM support VR headsets? I'm asking out of ignorance, I just made a search in the forum and looks like it does not. One more thing: if I play with keyboard + mouse, I have to use Q and E for leaning. If I use my head, there is another controller: keyboard + mouse + phone but I don't have to use Q and E anymore, then the player is freed from having to use fingers for leaning. And you have 2 keys that can be bound to another actions ... Q and E are direct neighbors of W, and your middle finger is always over the W if you play with keyboard. This could be extended to gamepads. Ok, so if you play with the best gamepad around, why you would want to lean with the analog stick and not with your head? (I'm asking this thinking of all possibilities, so ... if you were playing, why would you choose one kind of lean over the other? )
  11. Yes, that's exactly what Raven Shield implemented back in 2003. If we try to make a list of games that implemented fluid lean, of all the games that allow leaning, I think we will find that maybe 3% of all "leaners" are "fluid leaners".
  12. Any ideas for new video creation would be appreciated !!!
  13. Just to clarify one matter: what I implemented is not a trick. It doesn't use the gyroscope nor "the linear accelerometer data" , it uses gravity data. With that, NO DRIFTING PROBLEMS EXIST, because it is data from an absolute measurement. The angle read from the cell phone is the right angle. The input data is fast enough now, but I think I can make it a little better. I'll clarify all matters in subsequent videos, I'll try to tackle all the benefits of how this is implemented, and try to explain them clearly, without the benefit of the doubt.
×
×
  • Create New...