Popular Post stgatilov Posted December 15, 2020 Popular Post Report Posted December 15, 2020 TDM 2.09 is ready for beta test In order to update, you have to use the new tdm_installer this year. Custom mirrors file is not needed any more. Windows 64-bit, Fresh install (slow): 1 - Create darkmod folder anywhere you like. 2 - Download the TDM Installer. Extract tdm_installer.exe from the downloaded ZIP and place it in your darkmod folder. 3 - Start tdm_installer.exe. 4 - On the first screen, check "Get custom version" and click "Next". Choose the first name in beta/2.09 list, should look like "beta209-NN". 5 - Continue installing with "Next". Windows 64-bit, Upgrade from any version (fast): 1 - Download the TDM installer. Extract tdm_installer.exe from the downloaded ZIP and place it in your darkmod folder. 2 - Start tdm_installer.exe. 3 - On the first screen, check "Get custom version" and click "Next". Choose the first name in beta/2.09 list, should look like "beta209-NN". 4 - Click on "Refresh" button to ensure that it is not going to download too much stuff. 5 - Continue installing with "Next". Linux 64-bit, Fresh Install (slow): 1 - Create darkmod folder anywhere you like. 2 - Download the TDM Installer. Extract tdm_installer.linux64 from the downloaded ZIP and place it in your darkmod folder. 3 - Make tdm_installer.linux64 executable: "chmod +x tdm_installer.linux64" 4 - Start tdm_installer.linux64. 5 - On the first screen, check "Get custom version" and click "Next". Choose the first name in beta/2.09 list, should look like "beta209-NN". 6 - Continue installing with "Next". Linux 64-bit, Upgrade from any version (fast): 1 - Download the TDM installer. Extract tdm_installer.linux64 from the downloaded ZIP and place it in your darkmod folder. 2 - Make tdm_installer.linux64 executable: "chmod +x tdm_installer.linux64" 3 - Start tdm_installer.linux64. 4 - On the first screen, check "Get custom version" and click "Next". Choose the first name in beta/2.09 list, should look like "beta209-NN". 5 - Click on "Refresh" button to ensure that it is not going to download too much stuff. 6 - Continue installing with "Next". In general, upgrade is recommended over fresh install. If you want to have 2.08 installation nearby, then you can copy it and upgrade the copy. If your current installation has a lot of custom stuff (own maps, downloaded FMs, etc.), then you can copy only the core archives named "tdm_*.pk4" --- tdm_installer will reuse whatever it can from them. At the end of installation, tdm_installer resets your config by renaming darkmod.cfg to darkmod_{datatime}.cfg. This is a recommended procedure on upgrade, otherwise you are likely to have issues due to old config. If you need your old config for some reason, you can always find it in darkmod folder. 32-bit builds of TDM are deprecated, so they are not present in beta versions yet. They will be added to beta-testing later. Notes 1 - This effort is to find out if we broke anything in TDM with our 2.09 changes, if a new 2.09 feature isn't working correctly. We won't be trying to fix bugs that have been around for a long time. Instead, we will create an issue in bugtracker (if not yet present), to fix it after beta. 2 - If you find something wrong, it would be helpful if you report whether the issue happens in 2.08 too. By the way, you can easily get 2.08 version: just copy your darkmod folder and run tdm_installer on the copy, selecting "release2.08" on the custom version screen. 3 - Please try to be specific when reporting a problem. What you were doing, where you were when the problem occurred, can you reproduce it, etc. This wiki article provides many suggestions for good bug reports. Thank you for testing ! 5 1
stgatilov Posted December 15, 2020 Author Report Posted December 15, 2020 Brief overview GRAPHICS 1) Required OpenGL version raised to GL 3.3. This version is supposed to be final for the nearest years. ARB shaders removed completely. Some further cleanup done. 2) The rendering now works on the "new backend" by default, and the old backend is marked for removal in future. The new backend is not only a major refactoring of OpenGL-related code, but also a strong movement towards minimizing driver overhead. It includes improvements like: UBO streaming, bindless textures, multidrawindirect commands, lightgem triple buffering. 3) The additional color correction that got included into 2.08 has been disabled. Also gamma/brightness settings now affect everything, including: underwater, GUIs, menu, etc. As the result, the gamma/brightness behavior of TDM 2.07 is fully restored. 4) RGTC texture compression is now used by default for normal maps. The plan is to convert existing normal maps to DDS files with RGTC compression in future (to reduce load times). For now compression is done during level load. 5) The well-known cvar com_smp aka "Multi Core Enhancement" optimization has become stable enough to be enabled by default and to be removed from the settings menu. Its place in experimental settings is now taken by the new parallel optimization: cvar r_useParallelAddModels aka "Frontend Acceleration". Needless to say, this mode has got a major overhaul and numerous fixes. 6) Added sharpening filter, which is applied to the final rendered image and improves its look. It is enabled by default, controlled by "Sharpen Image" setting in the menu. 7) Fixed "borderless" fullscreen mode (Windows-only). Ironically, it was broken in 2.08 release and worked exactly the same as ordinary fullscreen mode. Now it should hopefully work as intended. MAPPING 1) First implementation of "hot reload" feature: updating new map changes without restarting game. It is also integrated into DarkRadiant (with the help of DarkRadiant devs , of course). Here is the wiki page about it (beware: it is quite technical ). Please report related issues and feedback to the dedicated forum discussion. 2) Finally, the rotation hack is totally removed from any map when player loads it. For any entity, bad rotation is embedded into its model. Internally, the transformed model is saved on player's machine as "proxy model" (4970). 3) Particle systems were greatly refactored, fixing the issue with bounding box (5136). Added "mapLayout linear" mode to particle static collisions, which allows snow or fire to stop at objects (5437). See also wiki page about particle collisions. 4) Every warning about missing image/sound is followed by detailed explanation how it was referenced. It is controlled by decl_stack cvar and is enabled by default. It is already helping us in a desperate fight with console warnings 5) A bunch of console warnings were fixed or disabled. More fixes will follow in future. 6) GUI scripts got some attention due to the story of menu refactoring (5323 - not done yet). Fixed awful bug about lost GUI commands. Added much more debug logging under LC_MAINMENU/LT_DEBUG. ASSETS 1 ) Added bed/shelf/desk prefabs and desk models by Dragofer. 2) Streamlined and cleaned up TDM's prefabs. Make sure to also get DR 2.11 for its greatly improved handling of prefabs! (5499) 3 ) Added new statue provided by LDAsh. 4 ) Added moving version of Epifire's steam engine as a prefab provided by bikerdude. (beta4) 5 ) Added blue version of the fire elemental. 6 ) Added display cabinet provided by bikerdude. 7 ) Added naval clock decorative item by Dragofer. 8 ) Added openable version of the display case with prefabs. 9 ) Added Dram's animated firefly particles and prefabs in 4 colours. 10) Added or restored ambient AI entities and prefabs. 11 ) Fixed sounds from unlit/extinguished gas lamp (5216). 12 ) Various asset fixes: cathedral_torn skin for paintings, chandelier_ornate02 model, restored prefab of AIs playing dice etc. 13 ) Fixes for the manbeast character by Dragofer and Kingsal. GAMEPLAY 1) Conversation and other sounds are no longer stopped by saving or going to main menu (4341). 2) Added experimental gamepad support (instructions here 5400). 3) Creeping now works in "always run" mode (5320). BUGFIXING cull objects behind mirrors (4946), AAS limit on dmap, inventory cursor crashes (5302), blurry parchments fonts, lockpick highlight, black screenshot in downloader (4488), crash on door unlocking (5318), hyphens in skin files (5322), doors stuck after long play (5331), bind/unbind crash (5409), custom fire arrows crash; TROUBLESHOOTING CVARS * r_useNewBackend --- which rendering backend to use. Default value of 1 means using the new one. In case of graphical issues, it might be worth trying to set it to 0 to check if issue goes away. Note: please report all problems which happen with value of 1, but don't happen with value of 0 ! Most likely the old backend will be deleted completely by TDM 2.10, so if there is any problem with it, it's better to know about it now. * r_usePersistentMapping, r_useMultiDrawIndirect, r_useBindlessTextures, r_gpuBufferNonpersistentUpdateMode --- cvars for enabling/disabling various code paths in rendering backend (some of them only work with new backend). In case of graphical problems, changing one of these might help. But even if it does, please report the original issue to us! * r_useParallelAddModels --- controls new acceleration for rendering frontend. Can be changed in Experimental graphics menu under name "Frontend Acceleration". It can potentially cause crashes, including rare and nondeterminstic ones =( * g_entityBindNew --- switches the code for binding entities between the old and the new one. Might be relevant in case of crashes, attachment/bind issues. * r_postprocess_XXX (6 cvars) --- affect color correction and gamma/brightness. If you decide to use old darkmod.cfg, then be sure to reset them all to defaults, otherwise you'll have overly bright main menu. MORE CVARS * r_shadowMapSinglePass --- experimental optimization for shadow maps only. By default it is 0 (disabled), it can be enabled to 1 (generate many shadow maps at once) and 2 (compute interactions from many light at once). We would be happy if you post your results * in_pad* --- configuring gamepad (experimental). See more info here. * decl_stack --- enables/disables "stack trace" for missing asset warnings. NEW COMMANDS * reloadMap --- that's manual hot reload command without DR. Forces reload of changes from the .map file. * respawn {entityname} --- deletes and spawns afresh entity with specified name (from .map file). * bindPadButton ??? --- controls experimental gamepad bindings, see instructions. 4
Popular Post stgatilov Posted December 15, 2020 Author Popular Post Report Posted December 15, 2020 Full changelog of 2.09 development. dev15976-8815 Includes all the changes from trunk which did not get into 2.08: * RGTC compression is now used by default. * More work on X-ray view. * Cull objects behind mirrors (4946). * AAS limit hit by Painter's Wife removed. * Warnings when approaching event limit (5270). * Dragofer's massive manbeast fixes. * Cabalistic's FBO refactoring, parallel jobs fixes, and new rendering backend. Known problems: * HeatHaze shaders don't work (i.e. no heat/glass/water distortion). * Changing texture anisotropy leaves screen black. * Lights with stencil shadows don't illuminate properly until you reloadModels or switch shadows (after loading save). dev15981-8875 * Fixed known problems of previous build. * Revised OpenGL loading, version and extensions. * Fixed warning about "bad internalFormat". * Optimizations in new backend: individual shadow scissors. * OpenAL: show active device name properly in console. * Various guards against NaN (5296). * Refactored lightgem rendering with triple buffering. * Disable "Omit Frame Pointers" on Linux build. * Fixed occasional crashes due to inventory cursors (5302). * Fixed "Render Scale" slider in settings menu. * Fixed rendering of several parchment fonts (link). dev15987-8910 * Rotation hack fixed: bad rotation is now embedded into model for all entities (4970). * Hot reload: added command reloadMap (5316). * Fixed bad highlight on lockpicking. Also hardened GUI scripts against such errors (5311). * Fixed black preview screenshots in in-game downloader (4488). * Enabled r_useBumpmapLightTogglingFix by default: bumpy surfaces will be darkened when light falls under low angle. * New rendering backend linkage fix on AMD. * Better window resize on Windows. * Cleaning hacks: r_testSpecularFix is always on (as in 2.08), r_testStencilSelfShadowFix is always off (as in 2.08). * EditAFs: spawned entities are now frobable/draggable by default (5297). * Fixed crash when unlocking door in "Hidden Hands: The Lost Citadel" (5318). * savegame_admin and target_savegame: fixed missing spawnclass. * Removed player_sounds_doublevision and similar spawnargs, removing warnings (5170). Known problems: * Several FMs do not boot due to rotation-hacked entity cm or md5 model: "A Night to Remember", "The Elixir", "Rightful Property", "Siege Shop", "William Steele 4: The Warrens". (All of these FMs repacked, make sure you have latest version). dev16010-8948 * decl_stack: Every warning about missing image/sound is followed by detailed explanation how it was referenced (5170). * Fixed occasional bug in concatenation of GUI commands (5323). * Skin files: process hyphens in unquoted model paths correctly (5322). * Automation system: implemented on Linux, fixed file leak. * Supported reloadmap-diff automation command for fast hot-reload integrated into DarkRadiant in future (5316). * Fixed doors occasionally getting stuck after hours of gameplay (5331). * Creeping now works in "always run" mode (5320). * Fixes for new rendering backend: ambientGamma and lightgem, bloom scissoring. * Updated comments in mainmenu_briefing_video.gui for FFmpeg cinematics (5323). * Fixed printing deleted pointer on startup (5170). * Disabled "Door %s is not within a valid AAS area" warning (5170). * Fixed warning spam when TDM is minimized (introduced after 2.08). * Fixed parsing error when precaching "play XXX" GUI command, fixing a warning (5170). * If ASE material is not referenced by its meshes, don't try resolving this material in TDM, don't post warning (5170). * Fixed a bunch of assets referencing nonexistent files (5170). * Added respawn console command for debugging (5316). * Added setGameTime/getGameTime console commands for debugging (5331). * mainmenu_briefing_video.gui no longer resets cinematics on startup (5324). * Changed when mapStart GUI command is set up, removed MainMenuWatchDog (5323). dev16017-8976 * Added experimental gamepad support (instructions here: 5400). * Conversation and other sounds are no longer stopped by saving or going to main menu (4341). * r_useNewBackend is now enabled by default (note: this cvar is archived, so default takes effect only when you delete config file). * Much more debug output for GUI scripts in darkmod.log under LC_MAINMENU/LT_DEBUG. * Shorter paths in darkmod.log. * Fixed cutoffTimeMap on particles with SMP on (5141). * Minor main menu GUI cleaning (add notime everywhere). * Added cathedral_torn skin. dev16027-9022 * Disabled additional color correction by default. Now the game should look exactly like 2.07 in terms of overall brightness/color. * Now gamma/brightness is applied to everything, including underwater view, GUIs, and main menu --- like in 2.07. * Added sharpening filter in postprocessing (enabled by default). * Major refactoring of particle systems (5138). * Fixed bounding box computation for particle systems (5136). * Fixed soft shadows (in new backend, which is default now). * Fixed unbinding/rebinding entities during game, including the crash in WS7 forge (5409). * Fixed crash with Kingsal's custom fire arrows. * Fixed "borderless" fullscreen mode (ironically, it was broken since its first release). * Improvements in new backend for old GPUs (r_gpuBufferNonpersistentUpdateMode?). * Faster shadow map generation under shadowMapSinglePass 1 (new backend only). * Experimental many-light rendering under shadowMapSinglePass 2 (new backend only). * Added mapLayout linear to particle static collisions, allowing stuff like snow and fire (5437). Only for particle deform yet. * Probably fixed some problems when changing anisotropy in menu. * Added debug cvar r_glBlacklistExtensions to disable GL extensions. * Improved randomness of idRandom. * Added sys.saveConDump script function (5369). Please don't abuse it. * Supported weights and checksums in in-game missions downloader (5349). Known problems: * Joint binds broken: attached keys are at guards' legs. dev16034-9041 * Fixed known problem of previous build: joint binds. * com_smp is now ON by default, and cannot be disabled in menu settings. * Exposed r_useParallelAddModels as experimental "Frontend Acceleration" in main menu. * Fixed crashes in r_useParallelAddModels 1 mode (5441). * Fixed mipmapping of DDS textures (for r_useBindlessTextures 1). * Added limited support for collisionStatic in particle models (5437). * Fixed sounds from unlit/extinguished gas lamp (5216). * Renderer cleanup (removed ARB shaders completely, deprecated ftransform). * Reduced spam from non-triangular faces in LWO. beta209-01 (rev 16037-9042) * No changes since dev16034-9041: exactly the same version. beta209-02 (rev 16055-9057) * Removed tdm_ambient_method cvar and "ambient stages" from all stock materials (5449). * Fixed antialiasing on Linux (link). * Fixed reflections with custom renderscale (link). * Fixed bug with objects disappearing in mirrors (5327). * Fixed tdm_show_keys not showing keys inside closets sometimes. * Hopefully fixed cases of volume loss on frobbing closed handleless door (5462). * Dmap now warns if brush has several sides with mirror texture (4707). * Fixed rare issue with "Frontend Acceleration" (r_useParallelAddModels). * Some rendertools fixes (5257). * Added Dragofer's models and prefabs: desk, shelf, bed. * Added horizontal display cabinet by Bikerdude. * Fixed blue elemental skin. * Fixed chest prefabs (4287, 5245). * Added grime to textures/washroom/mirror. beta209-03 (rev 16100-9077) * Changed directory where hack-rotation proxies are saved (5186). * Disabled warning about hack-rotated func_statics during dmap (5186). * Hot reload should now work on s_XXX spawnargs. * s_drawSounds works properly due to temporarily disabling com_smp. * LoadStack (decl_stack) hardened against dangling pointers, works with image_preload 0 (5433). * Fixed more issues with image_preload 0. * Added Rodin's Eve statue models, entityDef atdm:statue_eve, and skins (link, 5489). * Added EFX to "New Job" FM. * Added naval clock model and prefab decorative/misc/naval_clock.pfbx (4687). * Fixed models/darkmod/lights/non-extinguishable/chandelier_ornateNN.lwo (5481). * Fixed /prefabs/ai/standing_townsfolk_playing_dice.pfb (5332). * Fixed speed potion loading error by deleting its definition (link). * Fixed rotation-hacked lock handles in /prefabs/containers/openable/MerryChestN.pfb (5186). * Added missing editor image on utility_grate_001 (5438). * Fixed models/darkmod/furniture/display_case01.lwo, added openable versions (4692). * Some mechanical models (gears and wheels) replaced with high-poly equivalents. * textures/particles/ripple_1 duplication resolved. * Fixed blue elemental skin. * Renamed many prefab files to avoid spaces, ampersands, pluses, etc. beta209-04 (rev 16125-9086) * Fixed bad patterns with SSAO on some drivers. * Fixed some types of debug rendering. * Gamepad settings are stored in file, also added default bindings. * Major reorganization of prefabs directory, improved positioning of some prefabs. * Added steam engine models and prefabs /prefabs/mechanical/steam_engine_003_*.pfbx. * Added firefly particles, animations and prefabs (see /prefabs/nature/fireflies/*). * Recently added /models/darkmod/furniture/desk3_drawer_tall_subdivided_papers.lwo factored into skin. beta209-05 (rev 16131-9102) * Fixed flash while quicksaving. * Fixed triangular particles bug (5138). * Fixed rare crash due to dangling blood marker on Now And Then (5515). * Fixed excessive click while lockpicking (5312). * Fixed removal of entity currently grabbed by player (1084). * Fixed portal sky with stopTime and jittered screenshots (5494). * Restored tdm_ai_citywatch_lesser_lean entityDef. beta209-06 (rev 16137-9108) * Fixed failed click when picking lock successfully. * Spacing tweak to quit dialog. 6 1
lowenz Posted December 15, 2020 Report Posted December 15, 2020 (edited) All good here, sharpening filter is a nice addition! So we keep going with "no other resolution than desktop one" in Fullscreen/Borderless mode, only letting the player adjust the FBO resolution via scale slider? Will test r_shadowMapSinglePass Edited December 15, 2020 by lowenz 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.
lowenz Posted December 15, 2020 Report Posted December 15, 2020 (edited) There's still the stupid problem with the G-Sync enabled (in my case I have a not-certified monitor but the adaptive framerate mechanism is working). Savegame in the front of the "A New Job" FM inn/tavern: No G-Sync -> 50 FPS G-Sync -> 39 FPS -> looking around a bit (mouse rotation) -> 50 FPS No Vsync activated (of course), no 60 FPS cap but 80 FPS (the monitor has the 48-75 Hz range). Not a big deal, really, just reporting a quirk of the NVidia drivers in OpenGL. Edited December 15, 2020 by lowenz 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.
lowenz Posted December 15, 2020 Report Posted December 15, 2020 (edited) 57 minutes ago, lowenz said: Will test r_shadowMapSinglePass In the corner of the same zone (A New Job Tavern) 0->53 FPS 1->57 FPS 2->50 FPS (it's expected to be heavy?) 1050 Ti, lastest drivers, 2560x1440, no AA. Edited December 15, 2020 by lowenz 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.
cabalistic Posted December 15, 2020 Report Posted December 15, 2020 22 minutes ago, lowenz said: In the corner of the same zone (A New Job Tavern) 0->53 FPS 1->57 FPS 2->50 FPS (it's expected to be heavy?) 1050 Ti, lastest drivers, 2560x1440, no AA. It depends on the scene a lot. For me, it is faster in some scenes and slower in others. Sometimes the difference is fairly small, and sometimes it is significant.
lowenz Posted December 15, 2020 Report Posted December 15, 2020 (edited) Not only differences in performance (57 vs 50) but in rendering too! (2 is more correct? 1 behaves like 0 for the rendering) left: 1 / right: 2 (please download the PNG) https://ibb.co/r7Jm5cs Edited December 15, 2020 by lowenz 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.
cabalistic Posted December 15, 2020 Report Posted December 15, 2020 There are some differences, yes, because mode 2 calculates lighting in a different space, which leads to subtle changes in the outcome. There isn't necesarily a more correct version. In particular, the differences with the lamp are actually a bug in mode 2, because for some reason a select few small surfaces aren't rendered. Still investigating that
HMart Posted December 15, 2020 Report Posted December 15, 2020 Nice work guys so nice seeing the engine and game evolve at such a pace. The new installer is very nice love it, for testing what mission do you guys recommend we install, I would prefer one that didn't took to much time to start but used enough TDM features that you guys think are important to test. About the sharpening I have a AMD GPU and it already has a automatic sharpening feature https://www.amd.com/pt/technologies/radeon-software-image-sharpening so for those like me that have it constantly on, should the TDM version really be on by default? Is that we can easily forget we have it turned on in the driver and have perhaps over sharpening but I'm just assuming here, have not tested it.
cabalistic Posted December 15, 2020 Report Posted December 15, 2020 We can't detect GPU driver settings, so you'll have to disable one or the other manually. 1
nbohr1more Posted December 15, 2020 Report Posted December 15, 2020 A note about r_useParallelAddModels: This mode has been significantly improved since 2.08 and appears to be very stable. Please test and abuse it as much as possible! Please try changing the number of threads via the "jobs_numThreads" CVAR that is meant to be paired with it. ( defaults to 2 ) 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...)
lowenz Posted December 15, 2020 Report Posted December 15, 2020 (edited) 3 hours ago, lowenz said: There's still the stupid problem with the G-Sync enabled (in my case I have a not-certified monitor but the adaptive framerate mechanism is working). Savegame in the front of the "A New Job" FM inn/tavern: No G-Sync -> 50 FPS G-Sync -> 39 FPS -> looking around a bit (mouse rotation) -> 50 FPS No Vsync activated (of course), no 60 FPS cap but 80 FPS (the monitor has the 48-75 Hz range). Not a big deal, really, just reporting a quirk of the NVidia drivers in OpenGL. Theories about this quirk? Same in 2.08, it's not new. Edited December 15, 2020 by lowenz 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.
nbohr1more Posted December 15, 2020 Report Posted December 15, 2020 2 minutes ago, lowenz said: Theories about this quirk? Same in 2.08, it's not new. What happens if you set r_swapInterval -1 ? 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...)
AluminumHaste Posted December 15, 2020 Report Posted December 15, 2020 Alright, I'm going to try again a fresh download/install. I always assumed I'd taste like boot leather.
stgatilov Posted December 15, 2020 Author Report Posted December 15, 2020 1 hour ago, nbohr1more said: A note about r_useParallelAddModels: This mode has been significantly improved since 2.08 and appears to be very stable. Please test and abuse it as much as possible! And don't forget to record crash dumps when if it crashes! Otherwise the testing effort will yield no result. Quote There's still the stupid problem with the G-Sync enabled (in my case I have a not-certified monitor but the adaptive framerate mechanism is working). Just to be sure: you have com_fixedTic 1, i.e. "uncapped FPS" ? Because the default mode is tied to 60 FPS frequency pretty hard.
AluminumHaste Posted December 15, 2020 Report Posted December 15, 2020 Still green 1 I always assumed I'd taste like boot leather.
lowenz Posted December 15, 2020 Report Posted December 15, 2020 1 hour ago, nbohr1more said: What happens if you set r_swapInterval -1 ? With G-Sync VSync must be disable, it's precisely the goal of G-Sync (avoid tearing AND synchronization latencies) 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.
lowenz Posted December 15, 2020 Report Posted December 15, 2020 22 minutes ago, stgatilov said: And don't forget to record crash dumps when if it crashes! Otherwise the testing effort will yield no result. Just to be sure: you have com_fixedTic 1, i.e. "uncapped FPS" ? Because the default mode is tied to 60 FPS frequency pretty hard. No Vsync activated (of course), no 60 FPS cap but 80 FPS (the monitor has the 48-75 Hz range). 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.
nbohr1more Posted December 15, 2020 Report Posted December 15, 2020 16 minutes ago, lowenz said: With G-Sync VSync must be disable, it's precisely the goal of G-Sync (avoid tearing AND synchronization latencies) - 1 means adaptive v-sync. This is also incompatible with g-sync ? 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...)
lowenz Posted December 15, 2020 Report Posted December 15, 2020 (edited) 26 minutes ago, nbohr1more said: - 1 means adaptive v-sync. This is also incompatible with g-sync ? It's irrelevant, 'cause G-Sync is designed to work this no sync techniques to reduce (totally remove) the related latencies. Edited December 15, 2020 by lowenz 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.
HMart Posted December 15, 2020 Report Posted December 15, 2020 4 hours ago, cabalistic said: We can't detect GPU driver settings, so you'll have to disable one or the other manually. Ho I know that cabalistic and that was not my intention, what I was saying is if the feature should be on by default or really something players enable by themselves, but I do realize a sample of one, is hardly a incentive to change that. But thinking about it, just a warning for AMD users or a small hint in the menu, next to the slider, could be a nice reminder for them to disable one or the other and perhaps prevent some complaints. If this is really a problem, I'm not sure, still didn't had time to test this.
cabalistic Posted December 15, 2020 Report Posted December 15, 2020 Does AMD enable this feature by default, or did you have to enable it? If the latter, then I think this is entirely the user's obligation to check that the setting actually makes sense for the games they play. Neither NVIDIA nor Intel enable sharpening by default afaik, so I think for the majority of plays it is better to have this default to on to give the best visuals. 1 1
HMart Posted December 15, 2020 Report Posted December 15, 2020 Good question, I really don't know if AMD enables that by default but I also don't think it does, It most have been me that enable it, I comprehend and agree, so no more on this from me.
AluminumHaste Posted December 15, 2020 Report Posted December 15, 2020 For me it's off by default I always assumed I'd taste like boot leather.
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