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  1. Sort of. What you describe more closely describes super-sampling, i.e. where you render everything at a 16x increased resolution and then scale down the final result. MSAA is a bit smarter and only uses the 16 samples along edges. But still, high resolution and high AA is a deadly combination for even the most powerful of GPUs (not to mention it uses insane levels of GPU memory) So yeah, the immediate issue here is that the settings are way too high and need to be lowered. That being said, I do feel I should warn that the TDM engine is not the most efficient engine out there, at least not for modern-day hardware. The underlying Doom3 engine was written years ago with very different requirements in mind, and the consequence is that TDM does not efficiently make use of modern multi-core CPUs and GPUs. So if you feel that the quality-per-performance ratio you get from TDM on your hardware is not quite up to par with modern AAA games, you are not wrong. We do try to improve things with time, but it'll never quite reach top-tier performance
  2. jaxa

    2016+ CPU/GPU News

    This is some stuff about AMD laptop APUs: https://wccftech.com/amd-launching-ryzen-3000-series-cpus-apus-radeon-gpu-ces/ I would suggest skipping the generation since it is still 12nm. 7nm might boost core counts and will definitely boost single-threaded performance, clocks, power efficiency, etc. A couple of articles have suggested that Nvidia will split its GPU lineup, by including lower-priced, Turing-based GTX 1100-series GPUs that don't include dedicated ray-tracing cores: https://wccftech.com/nvidia-geforce-gtx-2050-gtx-1150-specs-performance-leak/ The RTX 2000 cards were prohibitively expensive at launch, so this is a way of getting Turing out cheaper. And since nobody really needs these ray tracing cores in 2018 since it will take 2+ years before games regularly feature raytracing, and subsequent generations of ray-tracing GPUs might actually be able to deliver a nice framerate, now you have a card you might actually want to buy. AMD could smoke Nvidia with 7nm Navi GPUs early next year, with an RX 3080 Navi GPU at $250 matching Nvidia's RTX 2070 at $500. But as usual, any advantage will probably be short-lived and Nvidia will retain their high market share. It may have been a good thing for AMD to not be first to add raytracing cores. It is overpriced hype for now, and they can respond within the next 2 years. But AMD will have to follow suit and pursue real-time raytracing.
  3. Heck, even 50% would be an incredible boost--that's like getting a new generation of GPUs. The numbers I've typically seen are between 30% and 200% but it will likely improve over time. However, I don't think it's going to be anywhere close to the >1000% that Abrash was originally predicting. At the last Oculus Facebook Connect, Carmack reined in those expectations. More recently he said this:
  4. Lastest dev build (dev16358-9588): UNABLE TO INITIALIZE OPENGL The same for the Intel AND the Nvidia GPUs. Problem with the ICD?
  5. When I tried your .exe, I got this: https://forums.thedarkmod.com/index.php?/topic/21477-water-effects-not-rendered-through-warp-glass/&do=findComment&comment=475732 You also suggested trying the 'latest development build'. I asked if that can be obtained using tdm_installer, and you said 'yes'. That's what I reported here: https://forums.thedarkmod.com/index.php?/topic/21477-water-effects-not-rendered-through-warp-glass/&do=findComment&comment=475856 So - I am probably doing something wrong but not sure what
  6. @Alberto Salvia Novella, crappy colors in menu is another bug, but this time rather surely of AMD driver. Series of old AMD GPUs don't support 64-bit colors, so you need to set "r_fboColorBits 32", or go to advanced tab of graphical settings and toggle Color Precision to 32. Unfortunately, we cannot do anything about it, because 1) GL 3.3 requires support of 64-bit color, and 2) the implementation should report unsupported formats via framebuffer incompleteness, and our code already checks for it and prints warning... but in this particular case the driver says everything is OK. There is no proper way to detect this problem. Well, I guess OpenAL decided to bump priority of its thread but your permissions don't allow that. I don't think it is a big issue, and I surely cannot do anything about it. Perhaps lack of flushing? We usually use either logFile cvar or condump command.
    1. Show previous comments  4 more
    2. lost_soul

      lost_soul

      I've been considering reinstalling TDS for a wile now... I've still got my original CDs. Have these guys fixed the bug where you get stuck floating? Last time I played TDS, that happened and I was unable to get out of it, so I ragequit.

    3. chakkman

      chakkman

      You can surpass that bug by drawing your bow, performing a shot, and draw your blackjack when the bow is tensioned, to abort the bow shot. I'm hoping it's fixed in the Gold patch too though. Alongside the thing where you move sideways, when peeking left or right.

    4. nbohr1more

      nbohr1more

      @Biker Hmm.

       

      Build TDM mission in DR.

       

      Export as portions as ASE

       

      Edit in Blender and export in TDS compatible format

       

      Import into T3ED

       

      Edit

       

      Release TDS mission...

       

      (or just stick with TDM)

  7. Above 3 items are released now, on the "Barks" thread: https://forums.thedarkmod.com/index.php?/topic/21740-english-subtitles-for-ai-barks/&do=findComment&comment=483331
  8. It works properly for me... The changes of main menu can only break missions which have override main menu GUI. For instance, you will never see an issue on Saint Lucia, New Job, and most of the small FMs because of it. Yes, "Start Mission" on e.g. Volta is because of that, and it will be fixed. But sliders in settings --- no way it could be broken by those changes. By the way: do you have AMD GPU? There are some problems with image loading in latest dev build which only manifest on AMD GPUs...
  9. Instead of that, you could, in that time period, start learning your own missions and in doing so become more active on the forums, learning from others. It's also great to understand how things work in the engine, when you play. It might spoil some immersion though.. Or learn to build games with other engines, like Godot for example.
    1. Obsttorte

      Obsttorte

      This looks cool, somehow oldschool in a nice way.

    2. demagogue

      demagogue

      I hope the gameplay is unique to justify him reinventing the wheel instead of, e.g., just forking off of us. The art design looks good.

  10. Made 2.09b the default version. I hope at least a few people have installed and played it I'll finish the release process tomorrow (tags, source, pdb, etc.)
  11. @Dragofer, I'm wondering what template tags to give to this page, besides the usual "Editing". I'm tempted to add "Physics", but are force fields really considered part of the physics engine?
  12. There is no SS3, how can they do a remake? And thank god they got rid of unity, that engine is total trash garbage on anything over 60 fps. Just spend 5 minutes on steam forums for Unity project games, and there's just thousands of people complaining about poor performance, stuttering etc.
    1. Show previous comments  1 more
    2. Obsttorte

      Obsttorte

      Part two is recorded. Now I only need to add the subs and rip it down. Should be on youtube tomorrow.

    3. Lux

      Lux

      can't wait.

    4. demagogue

      demagogue

      I didn't know that first trick setting up the base, so thanks for that.

  13. The only way TDM engine will have improved physics, is if someone totally reworks the included physics engine, i assume not a easy task, or implements a totally new physics engine, personally i would recommend Newton Game Dynamics the same physics engine used in all Frictional Games, games, from what i heard is more accurate and stable than Havok, PhysX or Bullet the later ones are made for quantity not accuracy. Vulkan is now a real possibility, because there's already a oficial vulkan renderer for idtech 4 and is also, one of the greatest possibilities to improve mission complexity, because of the massive savings on draw calls but for that to happen vulkan needs to be the only API available for TDM, if OpenGL is still a option, missions will need to be made thinking on it and so limited in scope has always. Vulkan does need modern dx12 GPUs so before making so radical change, a survey of the community would need to be done to see how many are still on dx11 and dx9 GPUs. Imo forget raytracing, unless you are using hybrid raytracing like D3D12 raytracing or RTX, normal raytracing is impractical for real time games, and from the look of things performance of RTX is not that impressive taking into account the price and power of the GPUs presented. In the near future i would just implement stuff that is already included in some fork's of idtech 4. True 64 bit HDR lighting with adaptive filmic tone mapping and gamma-correct rendering in linear RGB space. (is not the same has bloom). Enhanced Subpixel Morphological Antialiasing Half-Lambert lighting and rim lighting (used for characters in HL2) Shadow maps only or Shadow maps along side the stencil shadows, i mean the ability to use both at the same time, so you can have alpha textures cast shadows even tho you still want to use exclusively soft stencil shadows for the rest. Parallax occlusion mapping (is this not available already in TDM?) SSAO and SSIL - ssao (screen space ambient occlusion) and ssil (screen space indirect lighting) In the future if possible: Light Rays/Light Shafts Dynamic liquid surfaces (remember FEAR water?) Volumetric particles, ability for shadows to cast unto particles in the air. Terrain system Vegetation system PBR - Physical Based Rendering
  14. I'm trying to fix the warnings on my end, but remodelling the models is out of my league, so you're going to have to fix the stairs model on your end: "WARNING:ConvertLWOToModelSurfaces: model 'models/darkmod/architecture/stairs/set01_stairs.lwo' has 17/8108 nontriangular polygons. Make sure you triplet it down" Edit Also there's this model, which is probably a modelling issue as well: "WARNING:ConvertLWOToModelSurfaces: model 'models/darkmod/misc/clipmodels/pickaxe_cm.lwo' has bad or missing uv data" I still have hopes for script-hotfixing the following warnings: "WARNING:Couldn't load image: tdm_tongue [map entity: atdm_ai_townsfolk_female_1] [decl: atdm:ai_head_female02_base_brunette in def/tdm_ai_heads_springheel.def] [decl: female_head02 in def/tdm_ai_heads_springheel.def] [model: models/md5/chars/heads/npcs/female_head02.md5mesh] [decl: tdm_tongue in <implicit file>] [image: tdm_tongue]” (Edit: I hotfixed this issue and attached the hotfix in the tech support forums. The "tdm_tongue" shader should simply be renamed to "tdm_character_tongue".) “WARNING:Couldn't load image: models/darkmod/wood/boards/wood_brown_dull01 [map entity: func_static_53] [decl: old_plaster in skins/tdm_models_architecture_modules.skin] [decl: models/darkmod/wood/boards/wood_brown_dull01 in <implicit file>] [image: models/darkmod/wood/boards/wood_brown_dull01]" (Edit: I hotfixed this issue as well - see the tech support forums - but I think you should still go over this file, because there are a lot of other suspect textures in there as well.)
  15. Probably the .script file that's needed, but unfortunately can't be included with a prefab. Maybe there's a comment somewhere in the prefab (or in the wiki or forums) that says what script it needs and where to find it. (The similar combination setup I used earlier doesn't involve "slot", so clearly uses a different script that I what I have.)
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