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STiFU

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Yeah, facepalm yourself, have fun.  You just talked about how more geometry means more work, and so I talked about Daz3D farts, which is very common these days.  Now you got me needing to explain your own statements to you and babystep the entire context over, and this isn't the first time, either.  No time or energy to do it this time, so I'll just say this - if you can't answer the original question (which you barely bothered to even read) then simply just don't waste time with a reply.  Please.

For everyone else, here's a link:-
https://forums.thedarkmod.com/index.php?/topic/20377-graphics-technology-sharepoint/&do=findComment&comment=452815
 

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20 minutes ago, LDAsh said:

You just talked about how more geometry means more work, and so I talked about Daz3D farts, which is very common these days.

Common where, except DeviantArt kiddies or porn? :D There's a reason why the Daz3d official site doesn't have any client list / success stories section.

You really think you're asking a serious question, but you really aren't.

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23 minutes ago, LDAsh said:

perhaps STFU?

I think you've lost control over your passive-agressive stuff this time. Noone talks on these forums like this, even when people have very different opinions on things. This has been reported and I hope this conversation gets deleted, as it contributes nothing to this thread. Over and out.

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  • 2 weeks later...

I'd love to know some hard numbers on current game geometry as well. a program to extract these stats "live" would be awesome!

Yer the nicest func_mover I've ever met.

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There's no one-size-fits-all app to analyze performance in such detail. Every game or engine has its own internal performance debugging tools. Even with pretty advanced apps like MSI Afterburner suite, all you get is the fps counter and hardware use stats.

And stuff like drawcalls is also a useless metric on its own, as it depends on hardware, graphics API and other factors. You can do a synthetic test using 3dmark or something like that, and there was something like DX10 or DX11 drawcall test on one CPU core. But that doesn't mean you can multiply that by the number of cores you have, or that it will apply to other APIs.

It's like in that proverb with you and your dog having 3 legs on average. That's how useful this statistic is.

Edited by peter_spy
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I recently had a discussion with a friend on how flashlights in games are implemented. He argued that the Flashlight in "Generation Zero" was really bad because distance has almost no effect on the way the projection of the light looks. I told him that was just due to a rather unfavorable position of the spotlight-axis, which is very close to the camera-axis in that case, so there is almost no perspective distortion of the light cone in the camera view. However, he was actually talking about the optical imaging of the light aperture, i.e., a change of the projected light texture based on distance between object and light source. This made me wonder whether there are actually any games that use a 3d light texture for flash lights. I couldn't think of any, do you know any?

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On 5/16/2020 at 9:33 AM, Anderson said:

Discussable. Carcmack was too obsessed with the tech.

You can argue that if they didn't make Quake 3 a multiplayer game, we wouldn't have an increasing focus on multiplayer games today. Maybe no loot box gambling and battle royale games today. Who knows? Where have we sinned to sink into this mediocrity? Certainly there would have been no Counter Strike, because that was a Half Life mod, which ran on the Gold Source engine, that was written based on Quake 3's code. Beyond that there was never a gothic Quake game since the original one. They really knew how to butcher the series. And wat? No Trent Reznor/Nine Inch Nails in Doom 3? Goes to show where their priorities were.

Eye candy graphics is ok if only games actually have something else besides that.

Gold Source was based on Quake 1/2 code base.

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I always assumed I'd taste like boot leather.

 

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They'll only release the source code mid July, so not possible before then. Also, the official repository will only contain code for DX11/12 und Vulkan, so we'll have to port it to OpenGL, first. Given that the FidelityFX source code is typically very obfuscated, that will probably take a while longer than the couple of hours. But it is on my agenda, anyway ;)

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1 hour ago, duzenko said:

FWIW I have zero expectations from that FiFx buzz

Especially considering this coming from the Absolutely Miserable Drivers corporation.

Not trying to start a flame war or a fanboyish debate here but IMO that is a really huge exaggeration, AMD drivers aren't THAT bad, specially when I have a AMD GPU and know how good or bad it is, in general in D3D and Vulkan games, it works perfectly, in OpenGL games is hit or miss, so yes their OpenGL support could be better or at lest comparable to Nvidia but going from, not that good OpenGL support, to "Absolutely Miserable Drivers corporation" is a really big jump.

And not trying to imply anything here, but I just have to say and I swear for my mother life that I love very much that the AMD drivers I have used in the last 5 years, have been fine in pretty much all games I play, apart from a single recent feature on TDM, Bindless Textures, hell I work in my spare time, on Dhewm 3 engine, a idtech 4, OpenGL based engine, like TDM, as you know and it "just works", even other OpenGL games like the ones from Frictional Games, work well, no obvious broken graphical features (perhaps they don't use BT's?), this on windows, don't know about Linux. 

Again I'm not implying anyone is doing a bad job in TDM engine I hope that is clear.

/// 

And about FSR, I have tried it on this game demo and it worked just fine, when playing a 1440p or higher, in quality or ultra quality FSR level, unfortunately playing in 1080p (the rez that I play the most), even at ultra FSR quality, was obviously inferior to the native 1080p image (it is essentially upscaling a 720p image to 1080p, the information is just not there). 

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9 hours ago, HMart said:

And about FSR, I have tried it on this game demo and it worked just fine, when playing a 1440p or higher, in quality or ultra quality FSR level, unfortunately playing in 1080p (the rez that I play the most), even at ultra FSR quality, was obviously inferior to the native 1080p image (it is essentially upscaling a 720p image to 1080p, the information is just not there). 

That is what I've heard. It can work with any resolution and aspect ratio, and doesn't necessarily need to use one of the 4 predefined scaling factors (1.3x, 1.5x, 1.7x, 2x for Ultra Quality, Quality, Balanced, and Performance respectively). But it works best at the higher resolutions where it has more to work with. Might be good proof that lots of details are unnoticeable for most people at 4K if upscaled 1440p looks mostly the same.

I also hear that AMD already has FSR working better internally, but they pushed it out to start getting it supported, which is necessary to counter Nvidia. We could see an FSR 2.0 within a year, and RDNA 3 GPUs may have some kind of dedicated acceleration for FSR to increase performance (it will still work on other GPUs, it would just be better on RDNA 3).

It's too early to know how this will shake out, but at least developers apparently won't need to waste much time when implementing FSR, and it can work on Nvidia's GPUs and probably that Intel DG1 discrete GPU as well.

https://wccftech.com/amd-fidelityfx-super-resolution-can-be-implemented-in-a-day-or-two-devs-say/

Edited by jaxa
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15 hours ago, cabalistic said:

They'll only release the source code mid July, so not possible before then. Also, the official repository will only contain code for DX11/12 und Vulkan, so we'll have to port it to OpenGL, first. Given that the FidelityFX source code is typically very obfuscated, that will probably take a while longer than the couple of hours. But it is on my agenda, anyway ;)

Is there any use porting it to TDM, though? I assume you will need a modern graphics card to even run this new feature and modern graphics cards can very well run TDM in maxed out settings in any resolution you want, sooooo.... ^^

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1 minute ago, STiFU said:

Is there any use porting it to TDM, though? I assume you will need a modern graphics card to even run this new feature and modern graphics cards can very well run TDM in maxed out settings in any resolution you want, sooooo.... ^^

For one thing, modern != powerful. FSR is usable on APUs, for example. But it does go all the way back to RX400 cards, and I've seen people experimenting with it on GT 700 cards, so it does work on older hardware. In all likelihood, the GPU needs to support compute shaders, and you're probably limited by VRAM.

As for whether or not it actually makes sense for TDM, that remains to be seen. Tests generally conclude that it works better at higher resolutions, so that may limit its use for lower spec systems. But it could help e.g. if you have a higher-resolution screen than your system can realistically power, because it should produce better images than our current resolution scaler alone.

I do think that there is a decent chance FSR could work pretty well for TDM, though. From all my impressions so far, FSR's strong point is upscaling of edges, whereas small detail in textures or e.g. foliage can end up blurry. But TDM is usually fairly low on such details, anyway, so there is not much to be lost to begin with. We'll see. :)

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