peter_spy 1522 Posted June 17, 2020 Report Share Posted June 17, 2020 That is expensive, although it's still pretty decent number. I play at 1440p, so I don't even want to think what the cost of rendering that with FBOres set to 2. Quote Misc. assets for TDM Link to post Share on other sites
duzenko 654 Posted June 18, 2020 Report Share Posted June 18, 2020 11 hours ago, cabalistic said: Then I'd suspect you're testing the wrong scene, or your other settings are too light. Setting FBO resolution to 2 (which means 4x the pixels!) takes twice as much GPU time for my RTX 2080 Ti at the Briarwood Manor opening, for example. It's already impressive that it doesn't take 4x as much time, but it *is* by far the most expensive graphical option there is. Arguably SS maxed out could be more expensive but I'm not sure how much samples the highest GUI option binds to in 2.08. 11 hours ago, lowenz said: Exactly, why locking the range to 1 as maximum? We already have angry reports from "high-end PC" gamers that they can't get 60 fps at 4K 16xMSAA and SS maxed out Imagine their pain when they can add 2x scaling into equation I'd even go as far in the opposite direction and disable MSAA higher than 4 in GUI So the answer is: to prevent non-technical user from getting trapped in a slide show and spreading negative feedback over the Internet. Anyone knowing what they're doing should _experiment_ with high settings via game console, already suspecting possible performance loss. If you're curious, the original reason for that is related to FBO changes. You may know that TDM has been fixed to run in user's desktop resolution (at least on Windows), to improve 2D font rendering, work around screen flashes when alt-tabbing, and obsolete the legacy screen resolution maintenance routine. Now the scaling option was specifically added for low-end systems that are too slow to render 3D in full resolution. It was a side effect noticed later that it could be used as a kind of VSR or AA alternative. So the >1 values are for advanced users who already have a working alternative of MSAA. Quote Link to post Share on other sites
lowenz 600 Posted June 18, 2020 Report Share Posted June 18, 2020 Of course, and you can even use them together (see my screenshots) Quote Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S. Link to post Share on other sites
lowenz 600 Posted June 18, 2020 Report Share Posted June 18, 2020 (edited) Some numbers and strange issues testing Maps vs "old" Stencil Maps: good performance AND correct SSAO Stencil: bad performance (same settings of Maps) - 100% GPU utilisation with lower FPS - and see that AO missing on the safe horizontal bar Edited June 18, 2020 by lowenz Quote Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S. Link to post Share on other sites
lowenz 600 Posted June 18, 2020 Report Share Posted June 18, 2020 (edited) A strange behaviour about switching the shadows type: 1) Loading mission with Maps -> 55 FPS (see the screenshot of a New Job fm) 2) Switching to Stencil -> 28 FPS 3) Switching back to Maps -> 49 FPS (-6 FPS! ) We got a memory leak or something like that? Garbage collector not working? Edited June 18, 2020 by lowenz Quote Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S. Link to post Share on other sites
duzenko 654 Posted June 18, 2020 Report Share Posted June 18, 2020 4 hours ago, lowenz said: A strange behaviour about switching the shadows type: 1) Loading mission with Maps -> 55 FPS (see the screenshot of a New Job fm) 2) Switching to Stencil -> 28 FPS 3) Switching back to Maps -> 49 FPS (-6 FPS! ) We got a memory leak or something like that? Garbage collector not working? Try quick save/load Most likely duplicated light interactions in the engine render cache Quote Link to post Share on other sites
lowenz 600 Posted June 18, 2020 Report Share Posted June 18, 2020 Not working. Must quit TDM and restart it and voilà 55 FPS instead of 49. Quote Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S. Link to post Share on other sites
lowenz 600 Posted June 21, 2020 Report Share Posted June 21, 2020 (edited) On 6/17/2020 at 7:50 PM, stgatilov said: I had some thoughts about graying it out When someone will implement the "graying out" please add to the list the HRTF option when a non-stereo speakers setup is detected. For now please add the text " (for stereo speakers setup only) " along HRTF. Edited June 21, 2020 by lowenz Quote Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S. Link to post Share on other sites
stgatilov 1126 Posted June 21, 2020 Author Report Share Posted June 21, 2020 11 minutes ago, lowenz said: When someone will implement the "graying out" please add to the list the HRTF option when a non-stereo sound setup system is detected. The last time I checked the detection from OpenAL did not properly. So there is no way to do it. Quote For now please add the text " (for stereo sound system only) " along HRTF As soon as menu tooltips are implemented, it would be done easily. However, I have not yet seen any sort of demo of design proposal for them. 1 Quote Link to post Share on other sites
lowenz 600 Posted June 21, 2020 Report Share Posted June 21, 2020 (edited) I mean directly in the text field of the option for now OpenAL EAX OpenAL HRTF (use for stereo speakers setup only) SFX Volume Ambient Volume etc etc Edited June 21, 2020 by lowenz Quote Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S. Link to post Share on other sites
SuaveSteve 27 Posted June 29, 2020 Report Share Posted June 29, 2020 Would it be feasible to set r_fboColorBits to 8? Quote Link to post Share on other sites
cabalistic 736 Posted June 29, 2020 Report Share Posted June 29, 2020 5 hours ago, SuaveSteve said: Would it be feasible to set r_fboColorBits to 8? No, there is no matching format, and even if there was, it would look horrible. Although I wonder if what you actually mean is what r_fboColorBits 32 gives you, anyway. The bits are a total number, not per channel - so r_fboColorBits is 32 bits for RGBA, meaning 8 bits per channel. Perhaps that's what you wanted, anyway? 1 Quote Link to post Share on other sites
Spooks 700 Posted June 29, 2020 Report Share Posted June 29, 2020 Hey i've not been testing, RL is too busy. I fired TDM up with the latest patch to take some screenshots and noticed a warp bug. checked the last two pages the bug tracker but I haven't seen it mentioned: It's the old "stuff rendering in front" bug, even those curved posts in the background are because of it. I don't think any of my cvars have changed in any meaningful way for this to be on my side, at any rate if someone could check for themselves I'd appreciate it, it should be easy to spot. 2 Quote My FMs: The King of Diamonds (2016) | Visit my Mapbook thread sometimes! | Read my tutorial on Image-Based Lighting Workflows for TDM! Link to post Share on other sites
nbohr1more 2089 Posted June 29, 2020 Report Share Posted June 29, 2020 The "blurry" water shader was never fixed the same way the clear ones were. Perhaps it will be easier now that it is in GLSL... Quote 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...) Link to post Share on other sites
Spooks 700 Posted June 29, 2020 Report Share Posted June 29, 2020 It's not specifically that water shader, I originally saw this on one of my window surfaces. It should be fragmentProgram heatHazeWithDepth.vfp, but there's no depth now. Just checked some of the windows in king of diamonds and it's the same. Quote My FMs: The King of Diamonds (2016) | Visit my Mapbook thread sometimes! | Read my tutorial on Image-Based Lighting Workflows for TDM! Link to post Share on other sites
nbohr1more 2089 Posted June 29, 2020 Report Share Posted June 29, 2020 Hmm. Same thing after deleting Darkmod.cfg? I will test tonight. Quote 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...) Link to post Share on other sites
Spooks 700 Posted June 29, 2020 Report Share Posted June 29, 2020 Yeah, that didn't seem to fix it. Quote My FMs: The King of Diamonds (2016) | Visit my Mapbook thread sometimes! | Read my tutorial on Image-Based Lighting Workflows for TDM! Link to post Share on other sites
nbohr1more 2089 Posted June 30, 2020 Report Share Posted June 30, 2020 Here is what I see in King of Diamonds 2.08: The window has a proper heat-haze style distortion. The sword in the foreground has a small halo of distortion artifacts around it that are part of SteveL's detection mechanism to repair things directly behind the foreground object. Can anyone on Windows replicate what Spooks is seeing? @Spooks do you still have reshade or another shader injection tool installed? 2 Quote 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...) Link to post Share on other sites
Spooks 700 Posted June 30, 2020 Report Share Posted June 30, 2020 Nope, it's been off for the whole beta test phase. It must be something on my side then, maybe some leftover file I tested for cabalistic... Let me delete my glprogs folder and run the updater again, see what happens. Yeah, what do you know, the problem's no longer present. I completely forgot I had to put up custom shaders when we were testing the parallax corrected cubemaps/ssao. Phew. 3 Quote My FMs: The King of Diamonds (2016) | Visit my Mapbook thread sometimes! | Read my tutorial on Image-Based Lighting Workflows for TDM! Link to post Share on other sites
Pascal8888 4 Posted July 7, 2020 Report Share Posted July 7, 2020 Hello everybody. I registered here again because I need your help. I played with version 2.07 so far. Laptop is a CoreDuo with 2.5 Ghz, 8 GB Ram and an 8800M GTS Nvidea. I always had between 40 and 60 frames in all mods. Since version 2.08 I only have about 15-30 frames, which is very jerky and not a pleasure. Native resolution 1680x1050 is set with 70% renderscale, everything else off (Bloom, AA, Soft Shadows). The two new missions are unplayable. What can I do ? Do I have no options to play the new games with 2.07? Please answer and thank you in advance !! Greetings Quote Link to post Share on other sites
lowenz 600 Posted July 7, 2020 Report Share Posted July 7, 2020 (edited) Please delete darkmod.cfg and let the game recreate it. After that we'll see how to optimize. 8800M GTS = 2015 Windows (10?) Update drivers, right? For the resolution scale set it to 0.76 (~1280x800 - the parameter value is referred to X or Y not to the total area X*Y) Edited July 7, 2020 by lowenz Quote Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S. Link to post Share on other sites
Pascal8888 4 Posted July 7, 2020 Report Share Posted July 7, 2020 I've deleted the cfg before. No difference. Windows 10 Pro with latest driver for the 8800m GTS (relatively old card now, but 2.07 went very well) Quote Link to post Share on other sites
lowenz 600 Posted July 7, 2020 Report Share Posted July 7, 2020 (edited) Please use the x64 exe and disable the HRTF if you're using a 5.1/7.1 speaker setup in the Windows Mixer First batch of suggestions! 1) AA off ! AF can be set to 16x but 8x is enough 2) renderscale set to 0.76 (you can manually input via console r_fboresolution 0,761904 to achieve 1280x800 / do not modify it with the slider) 3) Vertical Sync off OR on but first enable triple buffering in a TDM-dedicated profile in NVCP (15-30 are submultiples of 60 Hz so of course you get those value is VSync is on when the frametime > 17 ms) Edited July 7, 2020 by lowenz Quote Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S. Link to post Share on other sites
lowenz 600 Posted July 7, 2020 Report Share Posted July 7, 2020 (edited) Errata Corrige: r_fboresolution 0,761904 pardon Edited July 7, 2020 by lowenz Quote Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S. Link to post Share on other sites
lowenz 600 Posted July 7, 2020 Report Share Posted July 7, 2020 (edited) The Bloom shader is not so heavy on performance, but remember to disable the Ambient Occlusion and the Soft Shadows. About the Shadows you can switch back to the "classic" Doom3-like Stencil technique (Stencil <-> Maps) and see if you can get a better performance. Set the color precision to 32 (64 solves every banding problem but maybe old GPUs with old drivers can't handle it very well) Edited July 7, 2020 by lowenz Quote Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S. Link to post Share on other sites
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