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Revelator's TDM Branch


nbohr1more

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Is that a performance increase from the changes or from the change of location in the screen shot? Sorry to be a nag, but would it be possible to get a side by side of the same location, just for easier comparison? :) It's hard to get a feel from the different locations.

 

At least it proves it compiles and runs - let's ship it :D :D

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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Yeah, it's a bit premature to be looking for major improvements yet. This has yet to reach parity with his revelation branch AFAIK.

Even there, we are still probably (mostly) bottle-necked by CPU skinning so my major outlook on this will be for framework improvements

(GLEW, boost removal, 64-bit executable, cruft removal, etc) It would help if these also worked on Linux though ;)

Edited by nbohr1more

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blackbog hollow on darkmod with GLEW backend and GC garbadge collector running, all effects on.
original engine shot.

Its hard to see whats changed where because the second shot is from a different angle/location. And having the before & after shots in the same post would make it easier to see.

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I had no doubts about it compiling. :)

 

Only on Windows ;)

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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Ok created replacement functions for linux and other unix based OS that do not have these, changes have been comitted.

 

Cant exactly tell if theres a real FPS increase since the old version of the FPS counter puts out some wildly varying values compared to the new one, but as far as i could see the old fps counter variated between 47 to 63 fps so there might be some small increase measurable.

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The first s/shot has less in view than the other which makes a big difference to our FPS.

 

@all: Even if fps is the same so far, that's not a fail by the way as there hasn't been much optimization gone in yet. Improved fps would be a nice surprise, but still a surprise. I've only been half following revelator's progress because I'm scrambling to get more stuff into 2.03, but the parts I've seen so far are about preparing the way for us to make improvements later: bug fixes, cleanup of redundant code and an easier openGL interface. The pay-off will come later.

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Lighting seems to be different. Normal maps look different.

 

The two shots need to be taken from the exact same camera angle, and at the exact same timeframe (otherwise particles will look different).

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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Ok created replacement functions for linux and other unix based OS that do not have these, changes have been comitted.

 

Thanx. It progresses a lot further now:

 

 

 

scons: building `build/release/core/glimp/sys/gllog/gl_extensions.o' because it doesn't exist
g++ -o build/release/core/glimp/sys/gllog/gl_extensions.o -c -pipe -Wall -Wno-unknown-pragmas -fmessage-length=0 -fpermissive -fvisibility=hidden -m32 -O3 -march=pentium3 -ffast-math -fno-unsafe-math-optimizations -fomit-frame-pointer -DXTHREADS -fno-strict-aliasing -DGLIMP -Ibuild/release/core/glimp/sys/scons -Isys/scons -Iglimp/sys/scons -Iinclude -Iinclude/zlib -Iinclude/minizip -Iinclude/libjpeg -Iinclude/devil -I. -I. build/release/core/glimp/sys/gllog/gl_extensions.cpp
build/release/core/glimp/sys/gllog/gl_extensions.cpp:15: warning: missing braces around initializer for ‘glExtName_t’
build/release/core/glimp/sys/gllog/gl_extensions.cpp:19: error: ‘GLExtension_t’ does not name a type
build/release/core/glimp/sys/gllog/gl_extensions.cpp:17: warning: ‘void StubFunction()’ defined but not used
include/boost/system/error_code.hpp:221: warning: ‘boost::system::posix_category’ defined but not used
include/boost/system/error_code.hpp:222: warning: ‘boost::system::errno_ecat’ defined but not used
include/boost/system/error_code.hpp:223: warning: ‘boost::system::native_ecat’ defined but not used
scons: *** [build/release/core/glimp/sys/gllog/gl_extensions.o] Error 1
scons: building terminated because of errors.

 

 

Edited by Tels

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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Okay some issues, between SVN and experimental branch I get 30 fps in Lords and Legacy wheras in the SVN build I get 60 fps. Specifically at this spot:

 

post-529-0-29105000-1416511408_thumb.jpg

 

There's also an issue with the sky, it pulses and doesn't look right.

 

I always assumed I'd taste like boot leather.

 

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Okay some issues, between SVN and experimental branch I get 30 fps in Lords and Legacy wheras in the SVN build I get 60 fps. Specifically at this spot:

 

post-529-0-29105000-1416511408_thumb.jpg

 

There's also an issue with the sky, it pulses and doesn't look right.

 

http://www.youtube.com/watch?v=2wGfqBw2TqE

 

Did you test with:

 

r_useArbMapBufferRange

 

toggled 1 vs 0 ?

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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If you have an older AMD gfx card you should turn it off since it does not work to well with those 5x series and older atleast as far as i know.

Hmm have not touched anything in the skybox code curious ? not sure what causes that effect.

Experimental branch is mostly a cleanup project, making a solid code base from where the devs can start adding in the funny stuff :)

a few optimizations might also happen but mostly its to get rid of outdated cruft, correcting some mistakes in the code, and generally shining this thing up with a bit of spit and polish.

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