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  1. I just tried deleting all the entities with shading issues in the room being discussed on version dev16390-9648 (map version 0.9 - link above) and this seems to have no effect on the mirror. The mirror texture was still black weather the serving platters were present in the sealed room or not.
  2. Hello, I just tested my mission using the most recent development build and in this case the problem is not present, but the reflective mirror texture that I am using is also entirely gone/missing (all mirrors appear completely black). I'm not sure what conclusion to draw from this... Does the "textures/common/mirror" texture behave differently in 2.10 or should I perhaps use an entirely different texture to be 2.10 compatible?
  3. @Dragofer Thanks for your feedback. I thought I should also mention that there is one other instance where this also seems to be to be the case. In this example, I have a door frame with a glass awning on top (model name "models/darkmod/architecture/modules/interior_mansion01/mansion01_door02.lwo"): I managed to solve this in my mission by inserting a black texture just behind the glass part, so for me this is not an issue - but perhaps others might stumble into this same problem.
  4. I'm guessing this needs to be run in the windows command shell? In any case that's what I did. I only get a black screen with no music, left it for a while, clicked pressed alt+ctrl+², got nothing, no console, no map, no music, just a black screen. I decided to test a little further and started the game normaly, tried to launch the in-game console but it wouldn't appear neither. So I rolled back to the versions that worked and launched the command that you gave and it worked, on 2.07 the map launches but on 2.09 it does not. I even changed some of the cfg lines to check it out but no luck.
  5. I am using (The Dark Mod 2.09 FULL) and i get the black menu with music playing pc spec: AMD FX-4300 Quad-Core. 3.80 Ghz RAM: 6 GB Video card: ATI Radeon 3000 Graphics
  6. Ok I tried what you said. I cannot generate a qconsole log with 2.09 or any of the test releases I tried. I tried test15973-8787 again. It doesnt run and I get the same problem. I tried test15973-8797. It doesn't even start, no black screen no music and mouse noises in the background, just a crash and I get a blue crash window with "error during initialization. too few!" written on top, whatever that means. I tried test16019-8980. Same problem as above with the too few thingy. Normal log says nothing usefull, no qconsole log. I went back to 2.07 to generate a qconsole log as I couldn't with the others. I couldn't get this release from the installer by the way as my antivirus blocks it saying it's a trojan and when it's disabled it shows, after a little while : ERROR: Missing chunk 51451011..40965251 (4284481536 bytes) after downloading URL http://mirror.mstrmnds.me/releases/zipsync/release/release207_from_release206/tdm_shared_stuff.zip Warning: Showing error message: Missing chunk 51451011..40965251 (4284481536 bytes) after downloading URL http://mirror.mstrmnds.me/releases/zipsync/release/release207_from_release206/tdm_shared_stuff.zip So I had to get this version from moddb. Other versions I tried download normally from the installer. Anyways I still got a few problems with 2.07, mainly that some textures are pink, but not all the time. For exemple in the training mission, the food plates in one of the rooms turn pink when I approach them while they are the normal gray color otherwise, same thing happens in other missions with these plates. There is some pink stuff above some doors too, and the FM "Coercion" has a big pink spot outside of a window. I believe this is visible in the qconsole log of 2.07 that I will attach here. I'm thinking this whole shit could be an Opengl error. I'm not sure my GPU is capable of running Opengl3.3 fully. It runs 3.1 I believe but I'm not entirely sure it runs 3.3 on windows 10. qconsole.logqconsole.log qconsole.log
  7. So I got back to my desktop and installed the dark mod 2.09a, but when I start it I get a gray screen for a couple of seconds then a black screen. I can hear the music and the menu sounds when I move my mouse but I can't see anything. I tried some things from what I could see in the forums but nothing worked. I have a pretty old GPU but it should run it no problem I believe (a Radeon hd 4850). Things i tried: -Downloading the latest dev build -Downloading the build test15973-8787 -changing glcore from 2 to 1 and to 0 -changing the resolution to 800x600 -starting it in compatibility mode windows 7 -changing glsl -changing shadow to 0 - downloading an executable posted by stgatilov in a post about the same problem (I can't find it anymore) None of this worked and the log file doesn't show any issues. Any idea how to fix this or if I need an older version, because I believe the GPU should be able to launch the game properly at least?
  8. I have the same problem, grey screen turns to black music plays and if i move my mouse i hear the clicking of the menu but no image. AMD A10-6800K 4.00 GHz / screen 1920 x 1080 / AMD R7 370 Gaming 2GB / 8GB DDR3 It was working on my shitty laptop upgraded for TDM and darkradiant then i get this
  9. Regarding 2.09 vs 2.09a / hotfix: Did you install TDM using tdm_installer.exe ? You can see whether you have 2.09a or 2.09 by looking at .zipsync/lastinstall.ini: [Version] version=release209a Or you can find line seta logFile "0" in darkmod.cfg and change it to seta logFile "1", then find qconsole.log and attach it here. It should contain engine revision number, which can be used to understand which version it is. Anyway, your problem will most likely happen both in 2.09 and 2.09a. Regarding the black screen problem. Most likely it is the same issue @freyk linked above. Especially since you confirm that test15973-8787 works properly. The current workaround for this problem is to set following in darkmod.cfg: seta r_glCoreProfile "0" After that 2.09a should work fine. Also, this problem is fixed on the latest dev build. But dev build are not recommended for normal playing: better use release2.09a with core profile fix. Also, I think we will release another hotfix for 2.09 (that would be 2.09b) somewhere in November. Specifically to fix this particular problem, and maybe something else. Make sure to install this second hotfix when it is released.
  10. OK Guys i thought id installed OK but at the end i got a compatability error and when i tryed to launch i got a black screen ! I then tryed to reinstall with compatability settings and the installer said i had installed successfully ! Tryed to launch and got the black screen again. I did a little search on the forums and it's looking like this might be a known problem. Is it a compatability issue with radeon drivers or am i missunderstanding the thread i read ? I have an Asus R9 270 which I hope is still good enough to run this game ! I used to be !! I alreao read about a hotfix but dont wish to do anything untill i get advice. Thanks got your help in advance.
  11. Under which exact circumstances does the game crash? Does it crash before you see loading screen, while you see it, or after you "click attack to start", or somewhere in game? Does it happen on New Job mission? The condump that you attached does not witness the crash itself. It would be great to get condump with everything up to the very point of crash. The only way to achieve it is to open Darkmod.cfg, find the line with logFile, and change it to seta logFile "2" (UPDATE: it seems it is already set in your config file). Then run the game on New Job FM and reproduce the crash. Then find the log file at fms/newjob/qconsole.log.
  12. Yet another reason to not mess with desktop screen resolution
  13. The 64bit color buffer visibly reduces banding in fog and other particle effects and is also a requirement for the Bloom effect to work properly. No HDR screen is required to benefit from either of those.
  14. Yes it is and its second hand. My PC needs a serious overhaul/rebuild. It can be, my computer does struggle with the larger missions. I do have it in mind to upgrade at some point but for the time being its still alive and working. I do have other games I can't run at all on my computer so likely in the near future I will have to get on and upgrade things in it. Its just the issue of time, money and getting the right parts. Ps. If you think that is an old computer part my screen is an old LG from I think 2004.
  15. As far as I remember, TDM 2.09 requires OpenGL 3.3 to start. So either your OpenGL does not fit the requirement, or (as I guessed above) it has separate GL versions for core and deprecated profile. Perhaps version in core profile is newer than 3.3, but the version in deprecated profile is only 3.1 By the way, do you also have the problem with black screen in main menu and sound playing?
  16. Hello, I am having this problem as well. Radeon HD 5500 graphics card. I decided ti try test15973-8778 based on this: It appeared to work, I now have the menu screen.
  17. I only have the default missions installed, the menu isn't visible at all. just a black screen with sound.
  18. Right, The game now runs but the screen is black. I can hear the menu music and when I move the mouse I can hear the menu names being selected.
  19. ran the updater and I am getting the same blue screen window as the first post. does running the updater install the hotfix or do i need to download that separately? Pardon me I misunderstood: Running installer now
  20. Okidoki, downloaded the installer & extracted tdm_installer.linux64 to /home/darkmod, it wasn't marked as executable so I changed it's permissions Slight correction it's actually /home/karen/darkmod, files just shows it as Home/darkmod Properties for /home/karen are drwxr-xr-x Properties for /home/karen/darkmod are drwxr-xr-x Double clicked it & got a very nice GUI front end, clicked OK without touching anything else, the text indicated 2.09a was being installed Had a look at the tdm_installer log file once it finished, no errors that I could see "Closing installer after successful install" is the last line. I can upload the log if you need it tdm_update seems to have been deleted by the installer Ran TDM, the screen resolution had reset to 800x600 at 4:3 resolution so I reset that, front screen still says version "2.09/64", installer log file says "release209a" Set up "Living expenses" & "The Painters Wife" for download & told it to go do it "Living expenses" was downloaded & TDM crashed to desktop without attempting "The Painters Wife" Looking in the fms folder there's a "living_expenses.pk4" file, this seems to be OK, I can open it & see the contents Rerunning TDM & selecting "new mission" I get the in game pop up saying "Living expenses" is available as a new mission Exiting TDM & looking at the fm's folder "living_expenses.pk4" appears to have been installed in a "living_expenses" subfolder "living_expenses" seems to play OK Just in case it's a hangover from an earlier install/update I would have no issue wiping the entire TDM installation & restarting from scratch if that would help
  21. @duzenkoTwo problems, first I did have my folders named darkmod in succession so I renamed to tdm and darkmod respectively. But the asset issue was fixed cause I forgot to run the flippin launcher... LOL So the engine boots up however... @stgatilovThe first time running, it decompressed textures but the game wouldn't start. Launched a second time and I get a fullscreen window, but it hangs on a black screen, last item in terminal is "Async thread started". When I run "thedarkmod.custom.debug" I get an ELF Exec error like it's compiled for wrong architecture, however a 'file' shows it is an aarch64 ARM executable. My terminal output below: EDIT: I noticed below the line "Unknown command '#'", I do know one project I was compiling on required me to modify a C file and change the # hashtags to // double forward slashes as ARM assembly uses // for comments. *Shrug* wooty@wootylx2k-ubn:~/build/tdm/darkmod$ ./thedarkmod.custom TDM 2.10/64 #9574 (1435:9574M) linux-aarch64 Aug 23 2021 01:34:57 failed parsing /proc/cpuinfo measured CPU frequency: 1000.1 MHz 1000 MHz unsupported CPU found interface lo - loopback found interface enx00249b1e62ae - 151.151.88.220/255.255.0.0 found interface virbr0 - 192.168.122.1/255.255.255.0 Found Unsupported CPU, features: TDM using Generic for SIMD processing. Found 0 new missions and 0 packages. ------ Initializing File System ------ Current search path: /home/wooty/build/tdm/darkmod/ /home/wooty/build/tdm/darkmod/tdm_textures_wood01.pk4 (376 files) /home/wooty/build/tdm/darkmod/tdm_textures_window01.pk4 (389 files) /home/wooty/build/tdm/darkmod/tdm_textures_stone_sculpted01.pk4 (463 files) /home/wooty/build/tdm/darkmod/tdm_textures_stone_natural01.pk4 (133 files) /home/wooty/build/tdm/darkmod/tdm_textures_stone_flat01.pk4 (302 files) /home/wooty/build/tdm/darkmod/tdm_textures_stone_cobblestones01.pk4 (224 files) /home/wooty/build/tdm/darkmod/tdm_textures_stone_brick01.pk4 (520 files) /home/wooty/build/tdm/darkmod/tdm_textures_sfx01.pk4 (69 files) /home/wooty/build/tdm/darkmod/tdm_textures_roof01.pk4 (72 files) /home/wooty/build/tdm/darkmod/tdm_textures_plaster01.pk4 (142 files) /home/wooty/build/tdm/darkmod/tdm_textures_paint_paper01.pk4 (63 files) /home/wooty/build/tdm/darkmod/tdm_textures_other01.pk4 (127 files) /home/wooty/build/tdm/darkmod/tdm_textures_nature01.pk4 (286 files) /home/wooty/build/tdm/darkmod/tdm_textures_metal01.pk4 (497 files) /home/wooty/build/tdm/darkmod/tdm_textures_glass01.pk4 (51 files) /home/wooty/build/tdm/darkmod/tdm_textures_fabric01.pk4 (43 files) /home/wooty/build/tdm/darkmod/tdm_textures_door01.pk4 (177 files) /home/wooty/build/tdm/darkmod/tdm_textures_decals01.pk4 (465 files) /home/wooty/build/tdm/darkmod/tdm_textures_carpet01.pk4 (92 files) /home/wooty/build/tdm/darkmod/tdm_textures_base01.pk4 (407 files) /home/wooty/build/tdm/darkmod/tdm_standalone.pk4 (4 files) /home/wooty/build/tdm/darkmod/tdm_sound_vocals_decls01.pk4 (27 files) /home/wooty/build/tdm/darkmod/tdm_sound_vocals07.pk4 (1111 files) /home/wooty/build/tdm/darkmod/tdm_sound_vocals06.pk4 (696 files) /home/wooty/build/tdm/darkmod/tdm_sound_vocals05.pk4 (119 files) /home/wooty/build/tdm/darkmod/tdm_sound_vocals04.pk4 (2869 files) /home/wooty/build/tdm/darkmod/tdm_sound_vocals03.pk4 (743 files) /home/wooty/build/tdm/darkmod/tdm_sound_vocals02.pk4 (1299 files) /home/wooty/build/tdm/darkmod/tdm_sound_vocals01.pk4 (82 files) /home/wooty/build/tdm/darkmod/tdm_sound_sfx02.pk4 (605 files) /home/wooty/build/tdm/darkmod/tdm_sound_sfx01.pk4 (966 files) /home/wooty/build/tdm/darkmod/tdm_sound_ambient_decls01.pk4 (8 files) /home/wooty/build/tdm/darkmod/tdm_sound_ambient03.pk4 (24 files) /home/wooty/build/tdm/darkmod/tdm_sound_ambient02.pk4 (163 files) /home/wooty/build/tdm/darkmod/tdm_sound_ambient01.pk4 (220 files) /home/wooty/build/tdm/darkmod/tdm_prefabs01.pk4 (961 files) /home/wooty/build/tdm/darkmod/tdm_player01.pk4 (125 files) /home/wooty/build/tdm/darkmod/tdm_models_decls01.pk4 (103 files) /home/wooty/build/tdm/darkmod/tdm_models02.pk4 (2053 files) /home/wooty/build/tdm/darkmod/tdm_models01.pk4 (3163 files) /home/wooty/build/tdm/darkmod/tdm_gui_credits01.pk4 (49 files) /home/wooty/build/tdm/darkmod/tdm_gui01.pk4 (721 files) /home/wooty/build/tdm/darkmod/tdm_fonts01.pk4 (696 files) /home/wooty/build/tdm/darkmod/tdm_env01.pk4 (152 files) /home/wooty/build/tdm/darkmod/tdm_defs01.pk4 (187 files) /home/wooty/build/tdm/darkmod/tdm_base01.pk4 (198 files) /home/wooty/build/tdm/darkmod/tdm_ai_steambots01.pk4 (24 files) /home/wooty/build/tdm/darkmod/tdm_ai_monsters_spiders01.pk4 (80 files) /home/wooty/build/tdm/darkmod/tdm_ai_humanoid_undead01.pk4 (55 files) /home/wooty/build/tdm/darkmod/tdm_ai_humanoid_townsfolk01.pk4 (104 files) /home/wooty/build/tdm/darkmod/tdm_ai_humanoid_pagans01.pk4 (10 files) /home/wooty/build/tdm/darkmod/tdm_ai_humanoid_nobles01.pk4 (48 files) /home/wooty/build/tdm/darkmod/tdm_ai_humanoid_mages01.pk4 (8 files) /home/wooty/build/tdm/darkmod/tdm_ai_humanoid_heads01.pk4 (100 files) /home/wooty/build/tdm/darkmod/tdm_ai_humanoid_guards01.pk4 (378 files) /home/wooty/build/tdm/darkmod/tdm_ai_humanoid_females01.pk4 (172 files) /home/wooty/build/tdm/darkmod/tdm_ai_humanoid_builders01.pk4 (91 files) /home/wooty/build/tdm/darkmod/tdm_ai_humanoid_beasts02.pk4 (229 files) /home/wooty/build/tdm/darkmod/tdm_ai_humanoid_beasts01.pk4 (23 files) /home/wooty/build/tdm/darkmod/tdm_ai_base01.pk4 (9 files) /home/wooty/build/tdm/darkmod/tdm_ai_animals01.pk4 (82 files) File System Initialized. -------------------------------------- Couldn't open journal files failed parsing /proc/cpuinfo alternative method used /proc/cpuinfo CPU processors: 16 /proc/cpuinfo CPU logical cores: 16 ----- Initializing Decls ----- ------------------------------ I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1277 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. Couldn't exec editor.cfg - file does not exist. execing default.cfg Unknown command '#' Couldn't exec autoexec.cfg - file does not exist. I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1277 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. ----- Initializing OpenAL ----- Setup OpenAL device and context [ALSOFT] (EE) Failed to set real-time priority for thread: Operation not permitted (1) OpenAL: found device 'SB Omni Surround 5.1 Analog Stereo' [ACTIVE] OpenAL: found device 'Kensington SD4700P Dual Video Dock Digital Stereo (IEC958)' [ALSOFT] (EE) Failed to set real-time priority for thread: Operation not permitted (1) OpenAL: device 'SB Omni Surround 5.1 Analog Stereo' opened successfully OpenAL: HRTF is available OpenAL vendor: OpenAL Community OpenAL renderer: OpenAL Soft OpenAL version: 1.1 ALSOFT 1.21.1 OpenAL: found EFX extension OpenAL: HRTF is enabled (reason: 1 = ALC_HRTF_ENABLED_SOFT) OpenAL: found 256 hardware voices ----- Initializing OpenGL ----- Initializing OpenGL display Borderless fullscreen - using current video mode for monitor 0: 3440 x 1440 ...initializing QGL ------- Input Initialization ------- ------------------------------------ OpenGL vendor: AMD OpenGL renderer: AMD Radeon (TM) Pro WX 4100 (POLARIS11, DRM 3.40.0, 5.11.0-31-generic, LLVM 12.0.1) OpenGL version: 4.6 (Core Profile) Mesa 21.3.0-devel (git-2b4b310 2021-08-21 hirsute-oibaf-ppa) core Checking required OpenGL features... v - using GL_VERSION_3_3 v - using GL_EXT_texture_compression_s3tc Checking optional OpenGL extensions... v - using GL_EXT_texture_filter_anisotropic maxTextureAnisotropy: 16.000000 v - using GL_ARB_stencil_texturing v - using GL_EXT_depth_bounds_test v - using GL_ARB_buffer_storage v - using GL_ARB_texture_storage v - using GL_ARB_multi_draw_indirect v - using GL_ARB_vertex_attrib_binding v - using GL_ARB_bindless_texture X - GL_ARB_compatibility not found v - using GL_KHR_debug Max active texture units in fragment shader: 32 Max combined texture units: 192 Max anti-aliasing samples: 8 Max geometry output vertices: 256 Max geometry output components: 4095 Max vertex attribs: 16 ---------- R_ReloadGLSLPrograms_f ----------- Linking GLSL program cubeMap ... Linking GLSL program bumpyEnvironment ... Linking GLSL program depthAlpha ... Linking GLSL program fog ... Linking GLSL program oldStage ... Linking GLSL program blend ... Linking GLSL program stencilshadow ... Linking GLSL program shadowMapA ... Linking GLSL program shadowMapN ... Linking GLSL program shadowMapNG ... Linking GLSL program ambientInteraction ... Linking GLSL program interactionStencil ... Linking GLSL program interactionShadowMaps ... Linking GLSL program interactionMultiLight ... Linking GLSL program frob ... Linking GLSL program soft_particle ... Linking GLSL program tonemap ... Linking GLSL program gaussian_blur ... --------------------------------- Font fonts/english/stone in size 12 not found, using size 24 instead. --------- Initializing Game ---------- The Dark Mod 2.10/64, linux-aarch64, code revision 9574 Build date: Aug 23 2021 Initializing event system ...852 event definitions Initializing class hierarchy ...172 classes, 1690368 bytes for event callbacks Initializing scripts ---------- Compile stats ---------- Memory usage: Strings: 45, 7160 bytes Statements: 20303, 812120 bytes Functions: 1278, 166124 bytes Variables: 91948 bytes Mem used: 2019680 bytes Static data: 3989840 bytes Allocated: 5034004 bytes Thread size: 7904 bytes Maximum object size: 884 Largest object type name: weapon_arrow ...6 aas types game initialized. -------------------------------------- Parsing material files Found 0 new missions and 0 packages. Found 3 mods in the FM folder. Parsed 0 mission declarations, no mission database file present. -------- Initializing Session -------- session initialized -------------------------------------- Font fonts/english/mason_glow in size 12 not found, using size 48 instead. Font fonts/english/mason_glow in size 24 not found, using size 48 instead. Font fonts/english/mason in size 12 not found, using size 48 instead. Font fonts/english/mason in size 24 not found, using size 48 instead. --- Common Initialization Complete --- WARNING: terminal type 'xterm-256color' is unknown. terminal support may not work correctly terminal support enabled ( use +set in_tty 0 to disabled ) pid: 4706 Async thread started Killed
  22. That is how my own simple LOD system works, it does a origin to origin float distance number and I have yet to see any major problem with it, but I will not claim that I have tested it that much, specially in a complex scene with hundreds of LOD entities. I do make sure to do the check, only when the player is within the same area has the LOD object and the player is moving, no need to do it, if the player is stationary or the distance value didn't changed that much between frames. I also do the check in a larger interval, if the entity itself is totally hidden. Btw would love to do the LOD, based on size of object in pixel/screen space, (size of object on screen) like Unreal Engine does but currently I don't know how to do that, if someone has a hint...
  23. I've been optimizing my map to boost fps from in a lot of cases 25-30 to 45-65, doing this systematically. I have a newbie perspective, this being my first FM - so .... be kind. First off, when building the .map I began by dropping in shadow/no_shadow lights with zero care - just looking to light the areas being worked on. Same for entities, dropping them in with little care except for aesthetics and creating shadows for the player to hide in. That procedure made for a very unoptimized map. So, what's been the optimizing plan? First, clean up the geometry. Second, go thru' the map section by section, setting shadow/no_shadow on entities. There's a tradeoff: complexity of geometry multiplied by shadows gets out of hand, so a lot of care needed here. With a first pass on that done, redo the lighting. I eliminated all the small ambients I'd put in, whether shadowcasting or not, leaving just those lights attached to fixtures of some kind, which I wanted to be in general shadowcasting. I reset these shadowcasters to not overlap so far as viable. I was amazed to find that this made for a much much better looking map coupled with much more acceptable frame rates. I use hide_distance on entities sparingly as I don't like the pop-outs. Not at all! My map has a lot of transparent windows/doors. I use func_portals with hide_distance set on every one of these. Controlling pop-outs caused by func_portals is fairly simple. The func_portal pop-outs tend to be marked by abrupt lighting changes. These are very ugly and getting rid of them or making them unobtrusive is a priority. I cant see using any kind of light pop-out/pop-in spawnarg. Rather, I could see using a shadow/no_shadow hide_distance setting, which could be used more universally and quite unobtrusively. If that's possible now, please tell me how! Also, I could see using a fade-to-black hide_distance on lights, so there'd be no lights a popping.
  24. Also we should probably discuss light clipping and lighting techniques in a different thread as that's own can of worms. @duzenkoSo for the hide_distance stuff it looks like these things would be helpful to add to the list: Func_rotating and other movers? SEED (more so investigate why they aren't working properly) Lights, specifically entities that spawn lights and FX. If we can get a gentle fade out / in on all those things that would be incredible. Basically we'd have an industry standard system. I can see lots of cases where gradually dropping out lights and objects at distance will significantly help performance on larger maps or outdoor areas. Also being able to fade out FX when you get close to them is valuable for stuff like fog. This helps prevent "washing out" the screen when you get close to an emitter.
  25. @geegee The first thing to check is which GPU the last 'good' build is using (e.g. via the Task Manager) What are the screen resolutions on teh desktop and the laptop?
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