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Showing results for tags 'renderer'.
I'm well aware that the engine doesn't have actual support for VR headsets. Last I heard that was being worked on and I hope we will be seeing this feature next year. But what about basic stereoscopy with proper eye separation? Red-cyan anaglyph, side-by-side separation, interlaced... will those modes be supported? Someone said that idTech 4 should have come with such support, but when I tried setting the cvars in TheDarkMod nothing happened. I ask because I have red-cyan glasses, and as of this month also a cheap VR headset. The headset only works as a standard display on my Linux box, I can't use head tracking nor even tell my computer I have a headset... I can however watch anything that supports separated stereoscopy in fullscreen. So far Xonotic is the only game that I can play this way... for TDM given its scenery and pace, this would be a formidable way to experience it! Is there any way to enable at least basic stereoscopic, and if not can TDM 2.08 please consider this as a feature?
https://bugs.thedarkmod.com/view.php?id=5055 There seems to be an issue with shadow rendering in the engine: When enabling both Stencil Shadows and Soft Shadows, shadows get incorrectly mapped and are stretched across the screen in front of the camera. I have no issues when using Stencil Shadows without shadow softness, nor when using Map Shadows both with and without soft shadows. I'm running TDM 2.07 x64. My operating system is Linux openSUSE Tumbleweed x64. Kernel 5.2.14. Mesa 19.1.7 (amdgpu module). My video card is an AMD Radeon XFX R9 390. I attached two screenshots from the FM Full Moon Fever: The first shows stencil shadows without softness (normal results) and the second is stencil shadows with softness (corrupt shadows).
I recently saw a post about the functionality of the idTech 6 engine, which brought this suggestion to my attention. It's actually a simple and trivial improvement, although I can imagine people missing it and not thinking about its absence. Also keep in mind I don't know the lighting code of TDM, and everything I say is purely out of observation. Like most engines that use dynamic lighting, TDM tends to have considerable performance issues when a lot of lights are rendered at once. This is often because of shadows and possibly other calculations. A common way to prevent extra computation in the renderer is caching all lights, and only updating each one when necessary. Meaning either the light itself has moved, or something is moving in front of the light. If both the light and the geometry it affects are static, there is nothing to recalculate, which offers a significant performance boost. TDM has a serious problem here: Even if the engine already knows how to cache lights, every torch has a moving light source! If you look closely at a torch, you'll notice its shadows constantly bob around. While this makes sense aesthetically, it also means that light will be recalculated each frame... even if the torch is mounted on a wall and no physical object or NPC is currently moving within its radius. Since most maps use torches and have areas where characters don't walk in front of them, I see a notable performance improvement being lost here. My personal suggestion: First of all, does idTech 4 support light caching for static lights + geometry to begin with? If somehow the original engine didn't have that, I definitely think it should be patched in! Once that's solved, I believe moving light sources for flame based lights should be controlled by a cvar; If people are okay with the performance loss, they can enable that to get bobbing shadows... if not, disable to allow torch lights to be cached and improve overall FPS. An idea to compensate for the visual loss: Can't we use an animated light texture to simulate moving flames altogether, as well as pulsating brightness? The light bobbing looks pretty extreme anyway: In real life, candles have a smooth flame that casts a neat shadow, and shadows don't always move that chaotically even when it's a noisier flame like a campfire.