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Posted

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

Posted (edited)

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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Posted
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.

Posted

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

Posted

Allmost same location just a different angle was trying to avoid a guard while i took it hehe.

 

_aligned_malloc / _aligned_free do not exist on linux i found out :S but could make a replacement from my GC wrapper, lets see what i can come up with.

Posted

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.

Posted

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.

Posted

Just to blow it totally out the window heres a shot with 16x aniso 16x antialiasing adaptive vsync and all the gfx shebang i could enable.

 

214zcl3.jpg

 

Me card still likey :P but atleast now it shows some fps dropout.

Posted

Noticed that as well the old one seems a bit more grainy when looking at the wall textures, though im not sure if its caused by me not having the 100% same location when taking the shot.

Posted

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

Posted (edited)

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

Posted

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.

 

Posted
Ok as close as i could get but non conclusive as i waries a lot dependent on location,

As Ive not feeling this thread that closely, what am I looking at? whats better in the new version compared to the old...?

Posted

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...)

Posted

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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