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AluminumHaste

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Everything posted by AluminumHaste

  1. Only really at lower resolutions. After 1024* the blockyness becomes hardly noticeable
  2. Ok yeah it looks like just the normal map has no mipmaps generated for it. GIMP lists only 1 layer, whereas the diffuse texture lists 11 layers. So when you're far enough away you'll get shimmering and artifacts. The normal map is also a TGA file, so it's uncompressed and there's no embedded mipmap support. Would have to convert it to DDS and generate mipmaps, which is probably a good idea anyways.
  3. Can you go into the game and type 'getviewpos' into the console and paste the output here?
  4. What mission is this? I'll take a look at the texture in question.
  5. AA is for edges of geometry, not texture sampling. It's possible someone forgot to include mipmaps for that texture
  6. Just a heads up for people taking screenshots to show off. You can do things like increase ambient light for a bit instead of cranking gamma afterwards. Try in the console bind f11 "r_minambient 0.1; wait; screenshot; r_minambient 0" This will cause the ambient light level to increase by a lot, which should cause less image artifacts as opposed to cranking the gamma
  7. I just opened that bug tracker There aren't many missions that require player to swim against a current, I'll have to check some to see if any of them use forcefield.
  8. Yeah a little it seems. Down about 10 FPS.
  9. I was just going to create a bug tracker yesterday for that. That uses id_forcefield, and the impulse on the player is either increased or happens more often as FPS goes up. Just set your FPS to 60 at that spot, then change it back. That bug has probably been around since uncapped FPS made it's debut.
  10. Whatever you're doing keep it up, man what a performance increase. 2.11a: Latest SVN version: +100 FPS in this scene is an insane increase. EDIT: just noticed that I had min ambient turned down and increased FOV by 5 degrees in the second shot. So there's even MORE for the SVN version to render and it's still 100+ fps over.
  11. Not ignored there is always an in engine frame rate cap applied in TDM, the max being 300 FPS (kind of), that's why you need to set the in-game FPS cap to something much higher, for me 300fps and then set RivaTuner to limit lower than that (i.e. 240 fps). Rivatuner's driver measures on frame generation is started I believe, so when the frame is starting in the pipeline, measures the time difference until the next frame is starting in the pipeline or something like that. And then you can add up those frame times and avg them over a time period. The default is 1 second avg, but you can change that if you want to something lower. Set it to 0 to turn off averaging and just show each frame time, but at high frame rates it's unreadable blurry mess if they change. Here's the options you can pick in RivaTuner And the technical description of Frametime Calculation Point:
  12. I don't know how well this translates to Linux though, could be completely different.
  13. Okay, here's an example. When I limit FPS in game with com_maxfps 240, the frametime graph looks like this. First off, it's not even hitting 240 fps 4.16 ms / frame, it's way over at 4.9 ms avg. This also feels bad in game as the frame times are inconsistent, though not terrible. If I set the engine to com_maxfps 300 and use RivaTuner to limit FPS to 240 I get this. Right on 240 fps with only a small dip every now and then to 239/238 fps. And that is way smoother in game. I could turn on Vsync, but even then it's not as good. For example, in this scene, I get decent performance with VSync on, but with frametime inconsistencies. But when I turn off Vsync and use Rivatuner to cap FPS at 240 fps. Notice the in game FPS counter is not accurate.
  14. Vsync while nice that it gets rid of screen tearing, also causes so many performance problems. From stuttering (60-30-15 etc) but it's been proven that fps higher than monitor refresh rate has benefits to input lag and feel of smoothness. Instead try this, set TDM to com_maxfps 200, then use something like https://gitlab.com/torkel104/libstrangle to cap your FPS to 144 with no vertical sync on. For example, on my computer I set TDM to 300 fps cap, and use Rivatuner to cap FPS to 238 FPS, so it's always within the freesync window and get no tearing and no input lag. So even when the game chugs down to 150-180 fps on certain maps, it still feels smooth without having to use Vsync. Freesync/Gsync is a really nice technology. But if I set TDM to cap at 240FPS then it doesn't do that, it will fluctuate all over the place. I know the Linux world for gaming is fraught with poor support for features compared to Windows, but it's worth trying. I can't tell you how many people complain about performance and stuttering etc, only to find them running 16xAA and Vsync set to on. For years I was on team "60 FPS is more than enough", until I got a computer with a 120hz panel because I didn't have a choice and I've never looked back.
  15. Well, as someone who has a 240hz freesync monitor and the requisite hardware, I want even more frames. Not only that, but the higher you go in frame rates, the less effect that uneven frame times will have on your experience. When you have 16.6ms between frames at 60fps, having those frames show up on your screen in a timely window is really important. But, when there's only 4.16 ms between each frame on your screen, well it starts to matter less. And now that we have 500hz displays we're talking 2 ms between each frame being generated and thrown on screen, so if it's slightly late, you might get a gap of 3 ms? That's not noticeable anymore. All of this matters only if you have the requisite hardware to push those frame rates of course.
  16. Don't bother, all this has been explained to him multiple times.
  17. Hmm, was there a forum update? Where did that Poop reaction emoji go?
  18. Oh god he's back. Modern Darkmod is incredibly stable. The only time it breaks for me is because I'm on the bleeding edge compiling my own binaries with every single SVN update, and even then, it's usually flawless. Old TDM used to crash and have issues.
  19. And that's fine, we need all the types of missions, not just huge ones.
  20. Oh that's your problem, you can't mansplain a women around like that with path nodes!
  21. They would have to secure the rights to do so, good luck with that. Recently they fell under the umbrella of embracer group, so now back with Eidos.
  22. I guess this is never going to be looked at? @OrbWeaver@greebo
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