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AluminumHaste

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Posts posted by AluminumHaste

  1. 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.

  2. 11 hours ago, MirceaKitsune said:
      Reveal hidden contents

    Seeking Lady Leicester. It was in the spirit world, I believe on the little floating island with a stone and some greenery on it.

     

    Can you go into the game and type 'getviewpos' into the console and paste the output here?

  3. On 6/28/2023 at 11:24 AM, MirceaKitsune said:

    Hope I'm not being too off-topic for this thread, but I was playing a lovely new FM and something I saw reminded me of another reason why I hate MSAA apart from bad performance: It doesn't even always do the job right, including (but not limited to) to fixing pixel-sharp patterns on textures.

    seeking(2023-06-2802-57-59)(-5144.79-1249.39-249.75).thumb.jpg.fccd6a76fabaa4a11f81514633901ff8.jpg

    Zoomed in for a close look and to catch a good example, see at full res. Seems to be the bumpmap in this case. Possibly caused by the texture being so high-res it surpasses the screen resolution so there's no blurring any more?

    I set MSAA to 4x and it didn't affect it. Which makes sense since I'm sure it only handles geometry and has no concept of textures. It would further be great if we had an alternative form of AA, which weren't just cheaper than MSAA but also handled sharp pixels on textures including alpha edges alongside geometry edges: Right now I think we have no fix to that grain.

    What mission is this? I'll take a look at the texture in question.

  4. 5 minutes ago, stgatilov said:

    Well, the previous dev build introduced a bug with noshadows lights. Their lighting can be optimized away in some cases, for faster performance and wrong results 😂

    The upcoming fix will probably reduce performance a bit back, although it seems to be rather small.

    Yeah a little it seems.

    Fa6sl5Z.png

    Down about 10 FPS.

    • Like 2
  5. 1 hour ago, HMart said:

    Indeed I saw a big increase in performance has well. This new light culling system is doing wonders, fantastic job.

    Btw to test this new version, I played Volta 2 for a while and in that part where you need to swim against the current, to get too the gold bottle, I was unable to do so, no matter how much i tried, but I remember being able to do that very easily, does the swimming system got changed or is a bug?

    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.

    • Like 1
  6. 1 hour ago, datiswous said:

    So the ingame max fps setting is ignored in this case, because it's handled by RivaTuner?

    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

    rsgkQdP.png

     

    And the technical description of Frametime Calculation Point:

    R7lwqCk.png

    • Like 2
  7. 3 hours ago, datiswous said:

    What is the difference between these 2 cap settings?

    Okay, here's an example. When I limit FPS in game with com_maxfps 240, the frametime graph looks like this.

    kqvpqVS.png

    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.

    n3Oiv9R.png

     

    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.

    860Xgy5.png

    But when I turn off Vsync and use Rivatuner to cap FPS at 240 fps.

    bPU6ggr.png

    Notice the in game FPS counter is not accurate.

    • Like 1
  8.  

    9 hours ago, MirceaKitsune said:

    I have an 144 Hz monitor for a couple of years. My main wish is for TDM to never go bellow 120 FPS, which still happens on low settings but is still pretty good compared to the past. I use VSync as I don't see any benefit in stressing the video card for more frames than the monitor can render, problem is it's still hard to reach the monitor refresh limit constantly.

    Regarding other bottlenecks like input lag or perceived performance, it would help a lot if the engine had native Wayland support on Linux rather than still going through X11, still yet to happen to my knowledge. I use the stock amdgpu driver and performance is pretty amazing all in all, latest dev snapshot did wonders and it will prolly get even better :)

    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.

  9. 3 hours ago, HMart said:

    Not only that but IMO today with Nvidia AI frame generation (or any equivalent tech that AMD may eventually come up with), frame rate numbers lost all their meaning (at lest with frame generation turned on), with DLSS3 FG you can have a "60" fps game that can feel like a or less than a 30 fps game ( on input lag and if that is the base frame rate from where DLSS AI is working from).

    High frame rate numbers are a good way to sell GPU's ...

     

    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.

    • Like 1
  10. 13 minutes ago, Kurshok said:

    Maybe after they do System Shock as a series, they could remake the original Thief trilogy. Would be great to introduce REAL Thief to a new generation, and not the pale imitation of Thief 4, even if it was OK as a standalone game it was not up to the "Thief" reputation.

    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.

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