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Dark Mod 2.09 - graphics issues


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  • 4 months later...
54 minutes ago, duzenko said:

@cabalisticThere could be a a vertex cache issue here

r_skipModels 1 sometimes doubles FPS with little changes in draw call and tri count

The backend spends most of the time in RB_DrawElementsWithCounters

Curiously the zombie pit in the same map has higher FPS



Never mind, it's particles overdrawing

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On 2/15/2021 at 3:25 PM, nbohr1more said:

It's a graphics bug with AMD drivers.

Disable bindless textures:

r_useBindlessTextures 0

This person also add problems with BT on some AMD laptop GPU's and was able to solve it by doing the following 


So the solution in my case was to make sure to get "dynamically uniform" initialization of my bindless texture sampler. For example the simplest way is to turn the whole sampler or the texture handle into a uniform and set it via glUniform* commands from the client side. Of course this again makes the whole bindless texture extension less useful in my opinion. So i get the handle via a Uniform Buffer (instead of Texture Buffer - which apparently retains "dynamically uniform[ity]").

Is this something you guys are aware? 

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