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Searched results for '/tags/forums/resolution/' or tags 'forums/resolution/q=/tags/forums/resolution/&'.
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I think the writing is on the wall. Advanced upscaling will be adopted as widely as possible as the free performance band-aid for the gaming industry. The majority of players will probably run it automatically without even noticing. Recently we've seen rumors of Microsoft working on a Windows upscaler (which may be similar to AMD's RSR in that the game developers don't need to touch it) and Sony may include an NPU in a PlayStation 5 Pro for their own bespoke console-level upscaling solution (not an FSR 3/4, although those can be supported). The irony would be if Nvidia ended up killing the demand for gaming GPUs faster by marketing DLSS so hard, that there's less "need" for new and top-end GPUs. But they won't care because they prefer to chase more lucrative markets like AI, datacenter, automotive. I say "faster" because there is some point in the future when additional hardware can't push the boundaries of graphics, or faster hardware can't be created. We'll see an evolution of Unreal Engine 5's photorealism approach, adoption of 8K resolution, possibly 16K for VR, and a push to the 240-1000 FPS range. Generated frames could be used for a free doubling if not quadrupling of FPS to hit those high numbers, and upscaling tends to work better when your input/target resolution are already very high. For VR specifically, foveated rendering can slash hardware requirements, possibly by 80% or more if the implementation is good enough. On the hardware side, there's still free lunch to be had with a few additional node shrinks. Stacked L2/L3 cache could be extremely beneficial, think the 3D V-Cache version of Infinity Cache (Nvidia has gone with big L2 with Lovelace). We don't see adoption of High Bandwidth Memory in consumer GPUs because it is in such high demand for AI/enterprise products, but there's no technical reason it can't be used. We will see the blossoming of mega APUs this decade.
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Flakebridge Monastery In this mission you will visit a Builder outpost to steal some valuable books. It is the first in what I hope will be a series about Selis Woderose. I would like to take the opportunity to thank my beta testers: Aprilsister, Bikerdude, Chiron, lost_soul, and prjames. As well as Fidcal for his starting map, and Melan for his texture pack. Known bugs: A small number may appear at the bottom left corner of your screen when the mission loads. Press sheath weapon to make it disappear. As already mentioned this is the first mission in a series. When you have completed it you may know what you'll be going after in the next mission. You may even know where! Enjoy! And please use spoiler tags where appropriate. A couple of screens: (thanks lowenz) http://2.bp.blogspot...0/shot00001.jpg http://3.bp.blogspot...0/shot00003.jpg
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You can start here: https://forums.thedarkmod.com/index.php?/topic/12558-useful-important-editing-links/ Specifically, I recommend Springheel's new mapper's workshop: https://forums.thedarkmod.com/index.php?/topic/18945-tdm-new-mappers-workshop/
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I think the specs look good. The lower end GPU’s tend to have less raster hardware ( ROPS ) so you might need to change the “Render Scale” setting if the screen resolution is higher than 1080p but otherwise it should be pretty smooth ( don’t forget to uncap your FPS )
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The Acer Nitro series isn't well built for getting rid of heat, which is essential for a gaming laptop to stop it from a) getting very noisy as the fans try to cool it, b) throttling its speed and c) scorching your lap. This is made worse by the fact that recent Intel CPUs consume significantly more power and produce more heat in order to match the performance of AMD Ryzen CPUs, because Intel's technological progress has been stagnating due to mismanagement until recently. I think a question to ask here is whether you really need a dedicated graphics card (Nvidia RTX 4050), or whether a modern CPU that contains an integrated graphics chip would be sufficient for the games you play. Ryzen laptop CPUs (i.e. Ryzen 7840hs, 7940hs) carry a Radeon 780M that imo should easily handle all TDM missions (unless you want to play in i.e. 4K resolution with high-detail soft shadows) and even recent games (i.e. Baldur's Gate 3) at modest graphics settings and framerates. Intel CPUs also have integrated graphics, but they are better at specific things like video transcoding while being significantly worse for gaming. Now should in fact be a good time to look for deals for a laptop with a Ryzen 5000 or 7000 series CPU, because their 9000 series was just released some days ago.
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Hi, I need to know what the code is to use Spoiler Tags. I am using my tablet and I don't have the options to use anything, like spoiler tags, quote tags, text changes etc. Thanks
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I believe the light gem is already using a much lower image size than that (possibly 16x16 if I recall correctly). But note that on modern graphics hardware, resolution only makes a modest difference to render time. The engine still has to calculate all of the renderable geometry, do culling to determine what is in view, send it to the graphics card, which then has to map textures onto surfaces and run the shaders to calculate lighting, etc, etc. So doing extra renders is not free, even if the output is a 1x1 image. I wonder how the "light level" of an object or area can be calculated without doing either a render, or something that is computationally equivalent to a render. This isn't a basic 1990s engine where you can just calculate distances to lights — we have fully animated, textured and projected lights with (possibly moving) shadows, where every pixel can vary its illumination from frame to frame. It might not even be an actual light entity providing the silhouette at all: the player could be standing in front of a bright part of the skybox, or a glowing particle effect, or a self-illuminated texture like a window or lava. Either you need to do a complete render to account for all of these (followed by an image processing step to calculate the silhouette), or you're going to end up with an extremely weak approximation which breaks down in so many situations that it actually feels less realistic than what we have at the moment.
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A couple more: https://forums.thedarkmod.com/index.php?/topic/21739-resolved-allow-mantling-while-carrying-a-body/ https://forums.thedarkmod.com/index.php?/topic/22211-feature-proposal-new-lean-for-tdm-212/ https://forums.thedarkmod.com/index.php?/topic/22198-feature-proposal-frob-to-use-world-item/ https://forums.thedarkmod.com/index.php?/topic/22249-212-auto-search-bodies/
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I commend you for this. I am happy to answer this, but I also have a thought about those additional renders. I think renders may not even be needed if we take advantage of some inferences. But if these non-render ideas fail, maybe it would still pretty much work to use very low resolution renders, like maybe 114x64. It may be able to be done more simply if the contrast isn't calculated by comparing the color of the player and the wall, but by information we can infer from the light levels of the area behind the player. I would like that you can tell whether this won't work as soon as possible, So let me get out of the way that if the guards cannot "look" at 2 entities at once, this next idea is impossible. Maybe when a guard has line of sight to a player, it spawns an invisible player-like object at the farthest wall behind the player, and compares the light level of that dummy player and the real player. Or, maybe a comparison isn't needed. Maybe because the player is blocking the light, we can just assume that any bright area behind the player will contrast badly, and the only value needed to determine visibility is the value of the dummy player. So standing with a well lit area behind you would roughly be exactly the same situation as far as the guard will know as standing in the well lit area. When he sees the dummy player in a well lit area, he passes on its visibility level to the real player and treats the real player as inheriting the visibility value of the dummy player. About the sparkles: The sparkles are really only meaningful as a warning to look around and hide yourself as best you can according to what you can see. I would not intend them to correspond to a guard like a compass, they just account for guard's current perception of the player. Without the silhouette change, it is fairly meaningless because it's just a tally of guard visual acquisition. The sparkles would mostly be big when a guard gets close, and by then you probably already are aware of them. If a player is listening intently, they will be able to mentally map a unique approaching footsteps with the sudden appearance of a sparkle and then rely on their memory to associate that sparkle's random position with the area they heard the guard approaching from, giving them a slightly quicker idea of who is suddenly seeing them. It mostly serves as a learning tool for players who started moving and did not realize that they wouldn't have time to make it to another fully hidden place before the approaching footsteps would be within line of sight to them. But, it does also serve as a quick warning that you may have a chance if you can change course to a closer hiding spot along the way to your original destination. It wouldn't have any explanation other than magic or just a contrived UI tool for learners, which, if either of those are excluded from the Dark Mod's official project design, I completely understand and I won't bring it up again. If I may ask, would you offer me directions to the project's guidelines so I can avoid spilling any more of the team's inkwells?
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Not so long ago I found what could make a pretty good profile picture and decided to try it out on these new forums. But I couldn't find a button anywhere that would let me change it. I asked on Discord and it seems Spooks also couldn't find anything anywhere. So I logged into an old alternative account and, lo and behold, that account has a button. This is on the first screen I get when I: 1) click on my account name in the top-right of the browser -> 2) click on 'profile'. Compared to my actual account: Are you also missing this button on your account? It'd be very much appreciated if that functionality could be restored to any of the affected accounts.
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The real St. Alban was a pagan who became a celebrated religious personality, this All Saints Day 2010 The Dark Mod places its own spin on this mythical figure. Screenshots: Intro: "'Business' has been slow lately, even more so after most of my gear got snatched during a Watch raid... I've since been forced to hit the streets and pick pockets for a living. But my luck was about to change, last night I was approached by a red hooded figure with a proposition... As we sat down in a dark corner of a nearby inn, he told to me that the Builders of St. Alban's Cathedral in the Old Quarter had recently unearthed a discovery that might lead to the final resting place of some saint." " But before I do anything, I need to get my tools and stash from the evidence room at the local watch station." "with the hawks, doves will congregate they will drop honey from the cliffs wine will surge over the earth the sheep will wander harmlessly with the wolf then the wicked will rise, but to retribution" - 'scripture of St Alban' There is a new version out now, see the following thread St Albans Cathedral version 1.6 Build Time: about 2-3 months. Thanks:- Huge respect to the Dark Mod team for such a great mod and for all the hard work they put into it and continue to put into it. Special thanks to Fidcal, Serpentine and others for their help on the forums and to Testing:Ugoliant, Baddcog, Grayman, Lost soul, Bjorn and Baal (for doing all the Vp work in the town. Readables: Ungoliant and Mortemdesino for all awesome work on the readables. Resource: Fids, Grayman, Ungoliant - guis, models & images. Misc: Loren Schmidt - the author of the map I based the cathedral on. Info: # Like Thief2, some things are climable, pipes, wall vines etc.. You can also drop some of the keys, some door that are frobbabe mean there is another way inside - explore u taffer! # Due to TDM being a lot more of a resource hog than T2 I have been forced to limit the number of Ai in the mission, but they have better placement than my last mission. # On all difficulty levels the player starts with vertualy no tools/weapons, there are weapons to be found - read, read, read! # For the love of all that is holy, read the briefing otherwise you will problems completing the mission. Known issues:- # This mission will have less than optimal fps at a few points on the map, mid range DX9 card(X1900/GF7800) or higher required. # On low end PCs I recommend, V-sync is off, AA is off, Aniso is 4x or lower and that any and all background apps are closed.
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Welcome to the forums! Please feel free to ping me via forum chat.
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If they dont contact you, there are locations where you info about this game. For example: wiki.thedarkmod.com and https://en.m.wikipedia.org/wiki/The_Dark_Mod Forumtopic TDM in the news. https://forums.thedarkmod.com/index.php?/topic/15109-tdm-in-the-news/
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The Dark Mod VR 2.10 alpha is now available :)
Arcturus replied to cabalistic's topic in The Dark Mod
I borrowed Quest 2 headset recently and have to say that Darkmod works better in vr than I anticipated. Although you do notice that some assets are oversized and walls are just flat, low resolution images. -
Phew, it's almost exactly been 3 years since my first post about my VR modification for TDM. Three more versions of the game have been released in the meantime, and with them come performance improvements that I feel it's finally viable to continue my work on the VR adaptation So without further ado, head on over to https://github.com/fholger/thedarkmodvr and grab the latest release. It's based on the future 2.09 version, but is fully compatible with a 2.08 install. Although I've tried to make the VR version use its own set of resources (separate `darkmod_vr.cfg` and shader folders), I'd recommend you make a backup or copy of your TDM installation to be able to get back to the flat version cleanly without effort. Please heed the README in the repository, particularly about the choices of VR backends. Some noteworthy information for this new version: performance should be considerably improved from the old alphas. That doesn't mean it's perfect - although the CPU bottleneck is now completely gone, the game is now severely fill-rate limited. So if you have a current-gen headset with high resolution and/or a weaker video card, forget about any supersampling or AA. I also strongly recommend to stick to stencil shadows and disable soft shadows and ambient occlusion - the latter isn't that impressive in VR, anyway, and simply not worth the GPU cost. And even then, there will be some scenes in some missions where reprojection is just unavoidable, even with the beefiest GPU. That being said, I have tried a multitude of maps, and I think it's very playable. the UI is finally usable! Both the menu and ingame HUD elements are projected to a virtual screen in front of your sitting position. It's not the most elegant or immersive solution for the HUD, but it works vertical mouse movement is excluded from the VR view - this was suggested by some of you way back, and I think it makes the experience much more enjoyable. It can make it a little hard, though, to aim with the mouse for actions like frobbing items, because there's currently no visual indication to where the mouse is pointing. I'm planning to add one asap, but in the meantime, you can equip a weapon to get a vague sense of your mouse orientation. If you do want to re-enable vertical movement in the view, set 'vr_lockMousePitch' to 0 in the console. Other than that, I hope you enjoy this new version. Let me know which improvements you'd like me to work on first. Also, there are probably any number of render and other bugs still left in there somewhere. If you find one, please report them over at the Github tracker (https://github.com/fholger/thedarkmodvr/issues), so I can keep track of them. Latest Update:
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Fan Mission: Down by the Riverside, by Dragofer (2016/09/25)
Dragofer replied to Dragofer's topic in Fan Missions
Thanks for the heads up. Combining the two FMs into the same archive is troublesome because they will try to share assets that are different between Tales of the Riverside and Down by the Riverside and will therefore break each other. I've changed the download link to one that I know should work. The book has a few hidden objectives attached to it that get completed when you reach certain pages. In any case, it's probably better addressed in the tech support forums and will need a copy of your savegame to trace back to what's causing the crash. -
Hello, my name is Tim, I'm from Berlin and because I grew up in East Germany, I don't speak English very well. I'm sorry about that. I've been playing Dark Project since 1999 and I'm very grateful that TDM exists. I just played A Night in Altham. Yesterday the mouse 1 button (Attack) stopped responding. The mouse wheel still worked, but I couldn't call up a weapon to use it. I changed the mouse button mapping, quit the game, restarted it at save points, but the mouse 1 button would not relay the command. I reinstalled the game using the existing installation. After that, the saves were lost as I had downloaded a newer version of TDM and all save points were gone. I started the mission again with the new version and realised that, for example, when I drew the bow, I could see the arrow but not the bow. So I deleted the game completely and reinstalled everything. I invested a lot of time in the mission and completed all but one of the missions, including the optional ones. All the missions I had played before worked perfectly. Input via mouse 1 works with all other PC applications. If I play the mission again, do I have to expect the error again? Many thanks for any answers. The PC's operating system and driver configuration are up-to-date: Operating system name Microsoft Windows 10 Home Version 10.0.19045 Build 19045 System manufacturer ASUS System model All Series System type x64-based PC System SKU All Processor Intel(R) Core(TM) i5-4460 CPU @ 3.20GHz, 3201 MHz, 4 core(s), 4 logical processor(s) BIOS version/date American Megatrends Inc. 2106, 27/11/2014 SMBIOS version 2.7 Version of the embedded controller 255.255 BIOS mode UEFI BaseBoard manufacturer ASUSTeK COMPUTER INC. BaseBoard product H81M-PLUS BaseBoard version Rev X.0x Platform role Desktop Secure boot state On PCR7 configuration binding not possible Windows directory C:\Windows System directory C:\Windows\system32 Start device \Device\HarddiskVolume1 Locale Germany Hardware abstraction level Version = "10.0.19041.3636" Installed physical memory (RAM) 8.00 GB Total physical memory 7.93 GB Available physical memory 4.05 GB Total virtual memory 17.4 GB Available virtual memory 11.9 GB Size of the swap file 9.50 GB Hyper-V - VM monitor mode extensions Yes Hyper-V - SLAT extensions (Second Level Address Translation) Yes Hyper-V - Virtualisation enabled in firmware No Hyper-V - Data Execution Prevention Yes Graphics NVIDIA GeForce GT 610 PNP- Gerätekennung PCI\VEN_10DE&DEV_104A&SUBSYS_847B1043&REV_A1\4&3834D97&0&0008 Adapter type GeForce GT 610, NVIDIA compatible Adapter description NVIDIA GeForce GT 610 Adapter RAM 1.00 GB (1,073,741,824 bytes) Installed drivers C:\Windows\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_c1a085cc86772d3f\nvldumdx.dll,C:\Windows\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_c1a085cc86772d3f\nvldumdx. dll,C:\Windows\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_c1a085cc86772d3f\nvldumdx.dll,C:\Windows\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_c1a085cc86772d3f\nvldumdx.dll Driver version 23.21.13.9135 INF file oem38.inf (section Section002) Colour levels Not available Farbtabelleneinträge 4294967296 Resolution 1920 x 1080 x 60 Hz Bits/pixel 32 Memory address 0xF6000000-0xF6FFFFFF Memory address 0xE8000000-0xEFFFFFFF Memory address 0xF0000000-0xF1FFFFFF I/O port 0x0000E000-0x0000E07F IRQ channel IRQ 16 I/O port 0x000003B0-0x000003BB I/O port 0x000003C0-0x000003DF Memory address 0xA0000-0xBFFFF Driver C:\WINDOWS\SYSTEM32\DRIVERSTORE\FILEREPOSITORY\NV_DISPI.INF_AMD64_C1A085CC86772D3F\NVLDDMKM.SYS (23.21.13.9135, 16.73 MB (17,544,792 bytes), 15.11.2023 16:42) Translated with DeepL.com (free version)
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Here's my first FM. A small and easy mission, inspired by Thief's Den and The Bakery Job, where you must find and steal a cook's recipe book in order to save a friend from going out of business. Download (version 4): Mediafire (sk_cooks.pk4) TDM Website's Mission Page The in-game mission downloader Thanks to: The people who helped me get this far, both in the forums and on Discord. The beta testers: MirceaKitsune, Mat99, Baal, wesp5, Cambridge Spy, jaxa, grodenglaive, Acolytesix ( Per the author in the beta testing thread. ) Skaruts has given permission to the TDM Team to add Subtitles or Localization Strings to this mission. (No EFX Reverb.) If anyone from the Community or TDM team wishes to create these we will gladly test them and update the mission database.
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I'm happy to present my first FM, The Spider and the Finch. There may be a spider, but no ghosts or undead. It should run a couple hours. It's now available on the Missions page or the in-game downloader. Many thanks to the beta testers Acolytesix, Cambridge Spy, datiswous, madtaffer, Shadow, and wesp5 for helping me improve and making the mission to the best of my abilities. This would not be have been possible without Fidcal's excellent DarkRadiant tutorial. Thanks also to the many people who answered my questions in the TDM forums. Cheers! 2023-12-13 Mission updated to version 3. Fixed a bug where the optional loot option objective was not actually optional. Updated the animations for Astrid Added a hallway door so the guards are less likely to be aggroed en masse. 2024-05-31 Mission updated to version 4. Adjusted tower guards Added voices for conversations Improvements to objectives 2024-07-12 Updated to version 5. added dialog subtitles small bug fix
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Still spreading the word about TDM on forums to new peops... Funny to see people say "Awesome, I loved playing Thief back in the day!"
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Yes it was in a discussion where someone was saying how unhappy they are with the way game companies grant themselves permission to do whatever they like to your PC and personal info today. I pointed out that giving up games completely is an unnecessarily overkill solution when there are free games like TDM to play.
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How old is everyone? Go vote in the Poll: http://forums.thedarkmod.com/topic/19946-how-old-are-you-anonymous-poll/
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http://forums.thedarkmod.com/topic/19886-fm-marsh-of-rahena-beta-testing Anyone want to betatest a horror fm?
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Since due to the nature of this forum, file/image sharing is used quite frequently, I thought to present some alternatives to the widely used Gdrive, which I don't like so much, especially since the last TOS change. File Sharing To share large files there are several options that also do not require registration. The first is File Hosting Online, which supports files up to 25 Gb, encrypted and also includes a Virus Scan that ensures safe use Another good option is Gofile, free to use, privacy focused and unlimited Bandwith. No refistry needed. While the files are accesed or downloaded at least one time a week, they are never deleted, otherwise inactive files are deleted after 10 days. If you prefer to use P2P, that means to share files directly from PC to other, without a hoster in the middle, there are also very good options, which permits to share files and folders without limites of type and size. The most easy to use is O&O File Direct, a small Desktop app (sadly only Windows), very easy to use 1 Open the app and drag the files/folders you like to share in its window 2 Optional adjust the days and amount of permited downloads and if you want a password 3 Share the link which apears in the app Done The only limits are, that the receptor only can download your files, when your PC is online, on the other hand this permits that you can stop the download in any moment, going offline or shutting down the PC. The other limit is, that the files to share can't be in a protected folder. Her are an Example with a list of Search Enines (Html file 423,56 Kb). While I am online, you can download it https://file.direct/f/pmjVFnjfkjFTKTt5 Videos One of the best options is Streamable (need a free account, inactive videos are deleted after 90 days in the free version) Alternatively you can use Streamja, a simple Video sharer with good privacy, free account optional (nick, mail) Images Ok, there are a lot of Image sharer, most used the known Imgur, because of this I add only one which offers some advantages over Imgur. ImgBox (free account) is a reliable platform to share and host images like Imgur, but it make it very easy to upload and post dozend of images simultaneous, selecting all the images you want and drag them on the window, offering coresponding bulk codes from the selected images to post them with one click for forums (BBcode), Html and others, fullsize or thumbnails. More since Imgur used since some time the hated webm formats for gif images, hardly accepted in most forums.
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Hi guys, through the "cheats" topic I got the idea, that it would be quite useful, if there were tags for missions (the post was about removing the killing restriction in some missions to suit the prefered play style). I don't know how easy or difficult this is, but with them, it would be quite convenient to pick missions with playstyles, environment, etc one does want to use. This could also be expanded to other mission properties. I remember a discussion about climbable drains, handles on doors, that cannot be picked and other things the map author chooses for himself. That way these things would be clearer and as I said before, it is easier to choose missions with playstyles that suit oneself. What do think?
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If only this worked with "Brutal Voxel Doom"! I wish they started with GZDoom As for Ray Tracing? Even Nvidia never meant for RT hardware to do full scene RT via AI up-scaling. The plan was to use RT for Spherical Harmonics probe updates. ( Similar to Frostbyte \ Battlefield 3 doing low resolution RT on the CPU and feeding the output to a 3D texture which in-turn is used to update SH probe weights ). Nvidia had so much better RT perf than expected and were so far ahead of AMD that they changed plans and just used RT and AI without a GI system so that AMD would feel the pain if they tried to use shader based RT. (similar to how Nvidia unnecessarily cranked up the tessellation polys on Crysis 2 so that AMD's cards would lose benchmarks ).