Jump to content
The Dark Mod Forums

Beta Testing 2.09


stgatilov
 Share

Recommended Posts

3 hours ago, HMart said:

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.

I don't think AMD RIS works in OpenGL. I would test soon.

Edited 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.

Link to comment
Share on other sites

28 minutes ago, lowenz said:

Confirmed, it's not working at injection level. Performance Overlay too is not working, so no hooking at all.

Ok thanks for the confirmation, I forgot that most of the AMD features only work on D3D and Vulkan now.

Edited by HMart
Link to comment
Share on other sites

It's the price for compatibility. AMD OpenGL driver is NOT really well performing but surprisingly good from the compatibility side.

NVidia one is CUDA-based.

 

Maybe AMD will switch to a ZINC/GLOVE like approach (OpenGL on Vulkan).

Edited 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.

Link to comment
Share on other sites

Not wanting to start a GPU debate here but at lest for my usage, I've no complaint about AMD OpenGL support, all OpenGL games I have (that truth be told are a minority) run well enough. But I totally comprehend that for Linux users and those pushing the idtech 4 engine like the TDM team having "sufficient" OpenGL support is not a good thing. 

Edited by HMart
Link to comment
Share on other sites

Such great work again! As I want to have the latest version and helping with testing is the least I can do for all your work, I got the installer and am upgrading to the latest beta right now. Will let you know if I find any bugs... for reference I'm testing on Linux (openSUSE Tumbleweed) x64, AMD card running on the free video drivers (amdgpu / Mesa). And as suggested in another post I'm going to enable r_shadowMapSinglePass too and see how much that improves FPS and if without breaking stuff.

  • Like 2
Link to comment
Share on other sites

Alright; I started replaying the FM Down by the Riverside last night, restarted it tonight on the new version. Everything seems to be wonderful: The sharpness filter is looking great, I even turned it all the way up to 1 and love the results it offers 😊 Shadow maps are also faster than stencil shadows for the first time, I permanently switched over to the shadowmapping option for better results... r_shadowMapSinglePass shows no noticeable issues either.

In terms of actual bugs I can't see any. The only thing that even comes close is that midway through the loading screen (when the map first starts) the screen will show pink square corruption for half a second before the normal loading GUI resumes. It might have done this before too but was only a black screen at the time.

The one and only change I find questionable is the decision to make menus and HUD items follow the brightness and gamma of the scene. The issue with this is that I have my luminosity and contrast turned up to get proper visuals: This gives me just the right results in the world, however it makes the main menu and objectives page horribly bright. Would it be possible to rethink this in a better way? Here are two screenshots taken with the same brightness settings, one in-game and one from the main menu... you can probably see that the game one looks balanced but the yellow menu background is glowing to almost white! For reference I have r_postprocess_brightness = 1.5 with r_postprocess_gamma = 1.5.

river_2020-12-16_03_34_11.thumb.jpg.e54437f8aa492ac3b1597f1272928125.jpgriver_2020-12-16_03_34_09.thumb.jpg.ef3b4a0e995eab37f551b45cd0308135.jpg

Edited by MirceaKitsune
Link to comment
Share on other sites

What changes occurred in Darkmod.cfg that precludes us from using our existing 2.08 version?

Having to update a new cfg file with settings I've grown used to is a pita. Especially since I make changes that are dev-specific, that a regular player doesn't tinker with.

 

Link to comment
Share on other sites

Did you delete the darkmod.cfg? That will remove the other postprocess color curve settings that can cause the blow-out in menus.

That said, I still feel that r_ambientGamma is a better solution. I can tweak the postprocess color behavior to my liking then raise

r_ambientGamma and the menu stays nicely balanced and I have preferable gamma.

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 comment
Share on other sites

21 minutes ago, nbohr1more said:

Did you delete the darkmod.cfg? That will remove the other postprocess color curve settings that can cause the blow-out in menus.

That said, I still feel that r_ambientGamma is a better solution. I can tweak the postprocess color behavior to my liking then raise

r_ambientGamma and the menu stays nicely balanced and I have preferable gamma.

Thanks. Luckily no need to reset the config: I played with those color correction settings recently and knew where to find them. That is if it only involves the r_postprocess_ColorCorrect* cvars, I reset those to their new defaults of 0. The menu brightness remains an issue if the brightness setting is turned up; I settled for using r_postprocess_brightness 1.0 + r_postprocess_gamma 1.5 which gives a nice distribution and lets me see properly in dark rooms.

By the way, a little thought: I noticed the menu setting for r_bloom_weight only goes up to 0.7. Any reason why it's not a full 1.0? Since it seems to look a bit more significant that way when using lower brightness settings... I was partly tempted to use higher ones just to get more realistic looking glare.

Link to comment
Share on other sites

1 hour ago, MirceaKitsune said:

The one and only change I find questionable is the decision to make menus and HUD items follow the brightness and gamma of the scene. The issue with this is that I have my luminosity and contrast turned up to get proper visuals: This gives me just the right results in the world, however it makes the main menu and objectives page horribly bright. Would it be possible to rethink this in a better way? Here are two screenshots taken with the same brightness settings, one in-game and one from the main menu... you can probably see that the game one looks balanced but the yellow menu background is glowing to almost white! For reference I have r_postprocess_brightness = 1.5 with r_postprocess_gamma = 1.5.

Most likely you had old settings of r_postprocess_XXX cvars when you made screenshot. Reset all these cvars to defaults, and you should get exactly the same picture as you had in 2.07.

We tried to rethink it in better way, but "better way" broke something more important, like gamma underwater.

1 hour ago, grayman said:

What changes occurred in Darkmod.cfg that precludes us from using our existing 2.08 version?
Having to update a new cfg file with settings I've grown used to is a pita. Especially since I make changes that are dev-specific, that a regular player doesn't tinker with.

In tdm_installer, you can restore your config at the end of install. You can also restore it manually afterwards.

I have reviewed exact changes, and I think that there are not too many cvars that you might have wrong. It's only these r_postprocess_XXX and rendering switches that can harm your life. The best idea would be to look through cvars listed here and reset each of them to its default value (just added postprocessing cvars to that list).

Of course, we might decide to change default value of some cvars during beta. I think I'll write about it if I don't forget.

Link to comment
Share on other sites

4 hours ago, MirceaKitsune said:

The one and only change I find questionable is the decision to make menus and HUD items follow the brightness and gamma of the scene. The issue with this is that I have my luminosity and contrast turned up to get proper visuals: This gives me just the right results in the world, however it makes the main menu and objectives page horribly bright. Would it be possible to rethink this in a better way?

In 2.08, GUI was excluded from gamma. Unfortunately, TDM also abuses GUIs for fullscreen effects like darkening water vision, and so excluding GUI from gamma meant that all those effects ended up too dark. We did not find a feasible way to distinguish between those effects and actual GUI, so unfortunately the only fix for now is to apply gamma to everything.

3 hours ago, MirceaKitsune said:

By the way, a little thought: I noticed the menu setting for r_bloom_weight only goes up to 0.7. Any reason why it's not a full 1.0? Since it seems to look a bit more significant that way when using lower brightness settings... I was partly tempted to use higher ones just to get more realistic looking glare.

You can manually set it higher if you want. The reason the limit is in place is that, right now, no maps use "HDR" lights, i.e. lights whose brightness goes beyond 1. But "proper" Bloom effects need that, because otherwise you always walk a very fine line between overbrightening the scene or seeing little effect from it. The moment that mappers start to use actual bright lights, you will need to lower the effect strength of Bloom accordingly. Restricting it to 0.7 is a safeguard so that users don't accidentally set values that'll look awful with bright lights in the future :)

Link to comment
Share on other sites

1 hour ago, cabalistic said:

right now, no maps use "HDR" lights, i.e. lights whose brightness goes beyond 1.

I have met a few random lights which look like a huge spot with 64-bit colors and Bloom on because they have insane brightness.
Perhaps I should start reporting them to authors (if that's their assets).

Link to comment
Share on other sites

Ooops.  The default resolution mode was gibberish.  I managed by listening to navigate to exit and got my desktop back.  This is on Fedora 32.

Installer looks great, but it didn't do anything to my Darkmod.cfg file, so I moved it away before starting.  I'll try editing in the screen settings before trying to start again.

Here's the log from starting:

Spoiler

$ thedarkmod
TDM 2.09/64 #9042 (1435:9042) linux-x86_64 Dec 15 2020 11:16:20
found interface lo - loopback
found interface eno1 - 10.0.0.216/255.255.255.0
Found Generic CPU, features: SSE SSE2 SSE3
TDM using SSE3 for SIMD processing.
no 'darkmod' directory in exe path /home/michael/Darkmod, skipping
WARNING: using hardcoded default base path
------ Initializing File System ------
Current search path:
  /home/michael/Darkmod/fms/vfat2
  /home/michael/Darkmod/fms/vfat2/vfat2.pk4 (25 files)
  /home/michael/Darkmod/
  /home/michael/Darkmod/tdm_textures_wood01.pk4 (376 files)
  /home/michael/Darkmod/tdm_textures_window01.pk4 (389 files)
  /home/michael/Darkmod/tdm_textures_stone_sculpted01.pk4 (463 files)
  /home/michael/Darkmod/tdm_textures_stone_natural01.pk4 (133 files)
  /home/michael/Darkmod/tdm_textures_stone_flat01.pk4 (302 files)
  /home/michael/Darkmod/tdm_textures_stone_cobblestones01.pk4 (224 files)
  /home/michael/Darkmod/tdm_textures_stone_brick01.pk4 (520 files)
  /home/michael/Darkmod/tdm_textures_sfx01.pk4 (69 files)
  /home/michael/Darkmod/tdm_textures_roof01.pk4 (72 files)
  /home/michael/Darkmod/tdm_textures_plaster01.pk4 (142 files)
  /home/michael/Darkmod/tdm_textures_paint_paper01.pk4 (63 files)
  /home/michael/Darkmod/tdm_textures_other01.pk4 (127 files)
  /home/michael/Darkmod/tdm_textures_nature01.pk4 (286 files)
  /home/michael/Darkmod/tdm_textures_metal01.pk4 (496 files)
  /home/michael/Darkmod/tdm_textures_glass01.pk4 (51 files)
  /home/michael/Darkmod/tdm_textures_fabric01.pk4 (43 files)
  /home/michael/Darkmod/tdm_textures_door01.pk4 (177 files)
  /home/michael/Darkmod/tdm_textures_decals01.pk4 (465 files)
  /home/michael/Darkmod/tdm_textures_carpet01.pk4 (92 files)
  /home/michael/Darkmod/tdm_textures_base01.pk4 (399 files)
  /home/michael/Darkmod/tdm_standalone.pk4 (4 files)
  /home/michael/Darkmod/tdm_sound_vocals_decls01.pk4 (27 files)
  /home/michael/Darkmod/tdm_sound_vocals07.pk4 (1111 files)
  /home/michael/Darkmod/tdm_sound_vocals06.pk4 (696 files)
  /home/michael/Darkmod/tdm_sound_vocals05.pk4 (119 files)
  /home/michael/Darkmod/tdm_sound_vocals04.pk4 (2869 files)
  /home/michael/Darkmod/tdm_sound_vocals03.pk4 (743 files)
  /home/michael/Darkmod/tdm_sound_vocals02.pk4 (1299 files)
  /home/michael/Darkmod/tdm_sound_vocals01.pk4 (82 files)
  /home/michael/Darkmod/tdm_sound_sfx02.pk4 (605 files)
  /home/michael/Darkmod/tdm_sound_sfx01.pk4 (963 files)
  /home/michael/Darkmod/tdm_sound_ambient_decls01.pk4 (8 files)
  /home/michael/Darkmod/tdm_sound_ambient03.pk4 (24 files)
  /home/michael/Darkmod/tdm_sound_ambient02.pk4 (163 files)
  /home/michael/Darkmod/tdm_sound_ambient01.pk4 (220 files)
  /home/michael/Darkmod/tdm_prefabs01.pk4 (968 files)
  /home/michael/Darkmod/tdm_player01.pk4 (125 files)
  /home/michael/Darkmod/tdm_models_decls01.pk4 (102 files)
  /home/michael/Darkmod/tdm_models02.pk4 (2048 files)
  /home/michael/Darkmod/tdm_models01.pk4 (3124 files)
  /home/michael/Darkmod/tdm_gui_credits01.pk4 (49 files)
  /home/michael/Darkmod/tdm_gui01.pk4 (721 files)
  /home/michael/Darkmod/tdm_fonts01.pk4 (696 files)
  /home/michael/Darkmod/tdm_env01.pk4 (152 files)
  /home/michael/Darkmod/tdm_defs01.pk4 (186 files)
  /home/michael/Darkmod/tdm_base01.pk4 (198 files)
  /home/michael/Darkmod/tdm_ai_steambots01.pk4 (24 files)
  /home/michael/Darkmod/tdm_ai_monsters_spiders01.pk4 (80 files)
  /home/michael/Darkmod/tdm_ai_humanoid_undead01.pk4 (55 files)
  /home/michael/Darkmod/tdm_ai_humanoid_townsfolk01.pk4 (104 files)
  /home/michael/Darkmod/tdm_ai_humanoid_pagans01.pk4 (10 files)
  /home/michael/Darkmod/tdm_ai_humanoid_nobles01.pk4 (48 files)
  /home/michael/Darkmod/tdm_ai_humanoid_mages01.pk4 (8 files)
  /home/michael/Darkmod/tdm_ai_humanoid_heads01.pk4 (100 files)
  /home/michael/Darkmod/tdm_ai_humanoid_guards01.pk4 (378 files)
  /home/michael/Darkmod/tdm_ai_humanoid_females01.pk4 (172 files)
  /home/michael/Darkmod/tdm_ai_humanoid_builders01.pk4 (91 files)
  /home/michael/Darkmod/tdm_ai_humanoid_beasts02.pk4 (229 files)
  /home/michael/Darkmod/tdm_ai_humanoid_beasts01.pk4 (23 files)
  /home/michael/Darkmod/tdm_ai_base01.pk4 (8 files)
  /home/michael/Darkmod/tdm_ai_animals01.pk4 (82 files)
File System Initialized.
--------------------------------------
Couldn't open journal files
/proc/cpuinfo CPU processors: 4
/proc/cpuinfo CPU logical cores: 4
----- Initializing Decls -----
WARNING:file materials/tdm_water.mtr, line 1189: material 'textures/particles/ripple_1' previously defined at materials/tdm_particles_ripple.mtr:1
------------------------------
/proc/cpuinfo CPU frequency: 3711.81 MHz
I18N: SetLanguage: 'english'.
I18N: Found no character remapping for english.
I18N: 1277 strings read from strings/english.lang
I18N: 'strings/fm/english.lang' not found.
Couldn't exec editor.cfg - file does not exist.
execing default.cfg
execing DarkmodKeybinds.cfg
Couldn't exec autoexec.cfg - file does not exist.
I18N: SetLanguage: 'english'.
I18N: Found no character remapping for english.
I18N: 1277 strings read from strings/english.lang
I18N: 'strings/fm/english.lang' not found.
----- Initializing OpenAL -----
Setup OpenAL device and context
OpenAL: found device 'ALSA Default' [ACTIVE]
OpenAL: found device 'HDA Intel PCH, ALC892 Analog (CARD=PCH,DEV=0)'
OpenAL: found device 'HDA Intel PCH, ALC892 Digital (CARD=PCH,DEV=1)'
OpenAL: found device 'HDA ATI HDMI, HDMI 0 (CARD=HDMI,DEV=3)'
OpenAL: device 'ALSA Default' opened successfully
OpenAL: HRTF is available
OpenAL vendor: OpenAL Community
OpenAL renderer: OpenAL Soft
OpenAL version: 1.1 ALSOFT 1.19.1
OpenAL: found EFX extension
OpenAL: HRTF is enabled (reason: 1 = ALC_HRTF_ENABLED_SOFT)
OpenAL: found 256 hardware voices
----- Initializing OpenGL -----
Setup X display connection
Using screen 0 of 0x6ddc700 display
Initializing OpenGL display
Using XFree86-VidModeExtension Version 2.2
Free86-VidModeExtension Activated at 800x600
Chosen visual: 0x021
...creating GL context: core-fc
XF86DGA not available, forcing DGA mouse off
...initializing QGL

------- Input Initialization -------
XKB extension: compile time 0x1:0x0, runtime 0x1:0x0: OK
XKB extension present on server ( 0x1:0x0 )
------------------------------------
OpenGL vendor: X.Org
OpenGL renderer: AMD CAYMAN (DRM 2.50.0 / 5.9.8-100.fc32.x86_64, LLVM 10.0.1)
OpenGL version: 4.3 (Core Profile) Mesa 20.2.2 core
Checking required OpenGL features...
v - using GL_VERSION_3_3
v - using GL_EXT_texture_compression_s3tc
v - using GLX_VERSION_1_4
Checking optional OpenGL extensions...
v - using GL_EXT_texture_filter_anisotropic
    maxTextureAnisotropy: 16.000000
v - using GL_ARB_stencil_texturing
X - GL_EXT_depth_bounds_test not found
v - using GL_ARB_buffer_storage
v - using GL_ARB_multi_draw_indirect
v - using GL_ARB_vertex_attrib_binding
X - GL_ARB_bindless_texture not found
X - GL_ARB_compatibility not found
v - using GL_KHR_debug
Max active texture units in fragment shader: 16
Max combined texture units: 96
Max geometry output vertices: 1024
Max geometry output components: 16384
Max vertex attribs: 16
---------- R_ReloadGLSLPrograms_f -----------
Linking GLSL program cubeMap ...
Linking GLSL program bumpyEnvironment ...
Linking GLSL program depthAlpha ...
Linking GLSL program fog ...
Linking GLSL program oldStage ...
Linking GLSL program blend ...
Linking GLSL program stencilshadow ...
Linking GLSL program shadowMapA ...
Linking GLSL program shadowMapN ...
Linking GLSL program shadowMapNG ...
Linking GLSL program ambientInteraction ...
Linking GLSL program interactionStencil ...
Linking GLSL program interactionShadowMaps ...
Linking GLSL program interactionMultiLight ...
Linking GLSL program frob ...
Linking GLSL program soft_particle ...
Linking GLSL program tonemap ...
---------------------------------
New buffer size: 12288 kb
New buffer size: 12288 kb
Linking GLSL program depth ...
Linking GLSL program interaction_ambient ...
Linking GLSL program interaction_stencil ...
Linking GLSL program interaction_shadowmap ...
WARNING:Compiling shader file stages/interaction/manylight.frag.glsl failed:
0:157(55): warning: `diffuse' used uninitialized
0:159(61): warning: `specular' used uninitialized
0:166(35): warning: `specular' used uninitialized
0:169(41): warning: `specular' used uninitialized
0:174(15): warning: `diffuse' used uninitialized
2:128(2): error: `return' with wrong type int, in function `UseShadowMap' returning float
0:229(56): warning: `specular' used uninitialized
0:233(54): warning: `specular' used uninitialized
0:233(66): warning: `diffuse' used uninitialized
0:250(71): warning: `diffuse' used uninitialized
0:262(7): warning: some implementations may not support implicit int -> uint conversions for `&' operators; consider casting explicitly for portability


File indexes:
  0 - stages/interaction/manylight.frag.glsl
  1 - stages/interaction/manylight.params.glsl
  2 - stages/interaction/manylight.shadowmap.glsl

WARNING:Failed to attach shader stages/interaction/manylight.frag.glsl to program manylight.

Linking GLSL program manylight ...
Linking GLSL program stencil_shadow ...
Linking GLSL program shadow_map ...
Font fonts/english/stone in size 12 not found, using size 24 instead.
--------- Initializing Game ----------
The Dark Mod 2.09/64, linux-x86_64, code revision 9042
Build date: Dec 15 2020
WARNING:file materials/tdm_water.mtr, line 1189: material 'textures/particles/ripple_1' previously defined at materials/tdm_particles_ripple.mtr:1
Initializing event system
...842 event definitions
Initializing class hierarchy
...172 classes, 1670528 bytes for event callbacks
Initializing scripts
---------- Compile stats ----------

Memory usage:
     Strings: 45, 7520 bytes
  Statements: 20325, 813000 bytes
   Functions: 1269, 170000 bytes
   Variables: 92040 bytes
    Mem used: 2098968 bytes
 Static data: 4014424 bytes
   Allocated: 5131656 bytes
 Thread size: 7912 bytes

Maximum object size: 884
Largest object type name: weapon_arrow
...6 aas types
game initialized.
--------------------------------------
Parsing material files
Found 0 new mission packages.
Found 147 mods in the FM folder.
Parsed 147 mission declarations.
No 'tdm_mapsequence.txt' file found for the current mod: vfat2
-------- Initializing Session --------
Font fonts/english/mason_glow in size 12 not found, using size 48 instead.
Font fonts/english/mason_glow in size 24 not found, using size 48 instead.
Font fonts/english/mason in size 12 not found, using size 48 instead.
Font fonts/english/mason in size 24 not found, using size 48 instead.
WARNING:Couldn't load image: guis/assets/briefing5
  [window: %DEAD%]
  [window: %DEAD%]
  [window: %DEAD%]
  [decl: guis/assets/briefing5 in <implicit file>]
  [image: guis/assets/briefing5]
WARNING:Couldn't load image: guis/assets/briefing6
  [window: %DEAD%]
  [window: %DEAD%]
  [window: %DEAD%]
  [decl: guis/assets/briefing6 in <implicit file>]
  [image: guis/assets/briefing6]
session initialized
--------------------------------------
--- Common Initialization Complete ---
------------- Warnings ---------------
during The Dark Mod initialization...
WARNING:Compiling shader file stages/interaction/manylight.frag.glsl failed:
0:157(55): warning: `diffuse' used uninitialized
0:159(61): warning: `specular' used uninitialized
0:166(35): warning: `specular' used uninitialized
0:169(41): warning: `specular' used uninitialized
0:174(15): warning: `diffuse' used uninitialized
2:128(2): error: `return' with wrong type int, in function `UseShadowMap' returning float
0:229(56): warning: `specular' used uninitialized
0:233(54): warning: `specular' used uninitialized
0:233(66): warning: `diffuse' used uninitialized
0:250(71): warning: `diffuse' used uninitialized
0:262(7): warning: some implementations may not support implicit int -> uint conversions for `&' operators; consider casting explicitly for portability


File indexes:
  0 - stages/interaction/manylight.frag.glsl
  1 - stages/interaction/manylight.params.glsl
  2 - stages/interaction/manylight.shadowmap.glsl

WARNING:Couldn't load image: guis/assets/briefing5
WARNING:Couldn't load image: guis/assets/briefing6
WARNING:Failed to attach shader stages/interaction/manylight.frag.glsl to program manylight.

WARNING:file materials/tdm_water.mtr, line 1189: material 'textures/particles/ripple_1' previously defined at materials/tdm_particles_ripple.mtr:1
5 warnings
WARNING: terminal type 'xterm-256color' is unknown. terminal support may not work correctly
terminal support enabled ( use +set in_tty 0 to disabled )
pid: 665976
Async thread started
Couldn't exec autocommands.cfg - file does not exist.
r_customWidth|Height = 800x600 => widescreenmode = 23, r_aspectRatio = 0
Shutting down sound hardware
idRenderSystem::Shutdown()
...shutting down QGL
I18NLocal: Shutdown.
------------ Game Shutdown -----------
ModelGenerator memory: No LOD entries.
Shutdown event system
--------------------------------------
shutdown terminal support
About to exit with code 0

 

Link to comment
Share on other sites

Hmm.  So I made the following changes to Darkmod.cfg (restoring my old settings which were working):

seta tdm_wideScreenMode "4"
seta r_aspectRatio "2"
seta r_customHeight "1200"
seta r_customWidth "1920"

and restarted.  At least I get something manageable: I can see the menu now, and it doesn't change screen resolution, which helps.  Unfortunately the colours are a complete mess.  I tried taking a screenshot with F12 ... and I get what looks like noise.  I can't attach the screenshot, as it is 2MB.

Guess I'll roll back to 2.08 for now...

Link to comment
Share on other sites

9 hours ago, peter_spy said:

Quick initial remark: in video options, Antialiasing seems to be set to 2 by defaut, while Anisotropic filtering is x1. More sensible values would be Off and x16, respectively.

And no sharpening.

AF 16x + sharpening on (with the monitor native resolution) = shimmering hell

Edited 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.

Link to comment
Share on other sites

16 minutes ago, lowenz said:

Quick initial remark: in video options, Antialiasing seems to be set to 2 by defaut, while Anisotropic filtering is x1.

I don't know where you got such defaults.
Default is no antialiasing and no anisotropic filtering, because it is the most widely supported and the fastest configuiration.

Link to comment
Share on other sites

I downloaded a fresh install in a separate folder. AF x1 is way too low IMO, even the main menu gets blurred by that. I always set AF to x16 in games and I don't have any performance problems, as the impact is really low. At least something x8 should be a default, otherwise textures look really blurry beyond rather short distance.

  • Like 1
Link to comment
Share on other sites

59 minutes ago, Araneidae said:

I can see the menu now, and it doesn't change screen resolution, which helps.  Unfortunately the colours are a complete mess.  I tried taking a screenshot with F12 ... and I get what looks like noise.  I can't attach the screenshot, as it is 2MB.

Guess I'll roll back to 2.08 for now...

Did you try changing the rendering cvars listed in the second post?

Could you please bisect by dev builds? I.e. install various "devXXXXX-YYYY" versions from dev/2.09 in tdm_installer and check which was the first to fail.

Did you always have this problem with resolution, having to set it custom in config?

UPDATE: Did you try windowed mode?

Link to comment
Share on other sites

So I just updated to 2.09 beta using the new installer and everything worked fine! I can't reproduce the problems with taking screenshots, but I had bad stuttering with Vsync on and AA 16 and AF 16 until I turned Uncap FPS off, and then I still needed to lower this to AA 8 and AF 8 on my humble Geforce 1050Ti. Also I have the following suggestions:

- The installer needs a TDM icon :)!

- When exiting the game the answer to "ask this every time" is too many spaces away which looks not good.

- The double lockpicking-fail sound is still there, both when failing and when succeeding with a single tumbler.

- In strings "#str_02190" should be "Use Inv. Item or held Item" (to make clear that held candles can be extinguished).

- In strings "#str_02202" should be "Explosive Mine" (I don't see any reason why this should be shortened in the GUI).

- In strings "#str_02405" should be "Frob/Interact/Take/Drop" (to make the obvious clear and the occassional special use).

BTW, how long does it take for the translated string file to be autogenerated? I can't do it manually as explained inside the all.lang file because the "perl" command isn't known!

Edited by wesp5
Link to comment
Share on other sites

AA 16x on a 1050 Ti? Are you mad? :D

 

AA 4x + AF 16x is already an overkill for the 1050 Ti @1080p

 

In TDM VSync "1" has the classic OpenGL behaviour, the double buffering: 60->30->15 FPS(60 Hz refresh rate monitor), of course you got the stuttering feeling dancing between 60 and 30.

Force triple buffering in the VGA control panel for TheDarkModx64.exe / use adaptive VSync ("-1") / disable VSync and use other ways to avoid frame tearing on the monitor (NV Fast Sync, AMD Enhanced Sync, RTSS S-Sync as software solutions,  G-Sync, Free-Sync as software+hardware solutions)

Edited 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.

Link to comment
Share on other sites

33 minutes ago, wesp5 said:

until I turned Uncap FPS off

You mean "ON", cause "OFF" is the default (capped framerate to 60 no matter the monitor refresh rate)

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 comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share


  • Recent Status Updates

    • freyk

      Some years earlier i created some launchers for TDM. uploaded today some new sourcecode and executables on my github repo.
       
      · 0 replies
    • Epifire

      Say, I know it's been a while since the site got overhauled from the crash. But did we ever figure out if/how to get the recent topics & replies list back? It's not a total deal breaker but it was nice for becoming a thread creeper again...


      · 2 replies
    • Epifire

      Some of you who've been on the TDM discord know I was out of work last Winter, just putting in hrs for the developer portfolio. Currently I've been working a seasonal job to pay the bills and now I'm finally in my last week before I get bumped off. Things will be tight but I'm planning a long off period to make as much content as I can. Big plans in Unreal Engine as well as my most ambitious TDM collab yet! Never been so excited to be a stuck at home to pursue my life's work. With a lotta time and maybe some luck, I'm hoping to get enough art work done that I may start applying around to studios.
      · 4 replies
    • STiFU

      I finally got around to play Prey and I truly loved it. It is an incredible homage to System Shock and Deus Ex. While the gameplay is not en par with those two titles, the game makes up for that with its well written lore and story. The whole "world" just feells so authentic and it features a ton of really god environmental story-telling. Recommended for every immersive sim fan, i.e., everyone on this forum.
      · 2 replies
    • jaxa

      Alder Lake has arrived:
      https://forums.thedarkmod.com/index.php?/topic/18055-2016-cpugpu-news/page/15/&tab=comments#comment-466190
       
      · 0 replies
×
×
  • Create New...