MirceaKitsune Posted May 13 Report Share Posted May 13 On 5/7/2023 at 1:10 AM, lowenz said: Just reporting (for the future ) Release RBDOOM-3-BFG 1.5.0 · RobertBeckebans/RBDOOM-3-BFG (github.com) We can only dream of TDM engine being re-based on Doom3 BFG, though by now the differences are so big it's likely an impossible task as a whole. At least some parts though I hope can be back-ported if they still fit, their devs helped do some of the work which will hopefully help DarkMod as well! Quote Link to comment Share on other sites More sharing options...
datiswous Posted May 15 Report Share Posted May 15 I thought tdm already uses some features ported from Doom3 bfg. Quote Link to comment Share on other sites More sharing options...
nbohr1more Posted May 15 Report Share Posted May 15 24 minutes ago, datiswous said: I thought tdm already uses some features ported from Doom3 bfg. Yes, we ported some BFG code. Both TDM and RB-DOOM3-BFG have radically changed the shader setup and render backends from vanilla (or vanilla BFG) so it may be difficult to reconcile the two. RB-DOOM3-BFG has a few things that we may be able to port without too much issue though. 3 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 comment Share on other sites More sharing options...
lowenz Posted May 19 Report Share Posted May 19 Interesting article: Lightmaps in Doom 3 Engine: A Hybrid Approach To Real-Time Lighting tutorial - Mod DB 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 comment Share on other sites More sharing options...
MirceaKitsune Posted May 19 Report Share Posted May 19 5 hours ago, lowenz said: Interesting article: Lightmaps in Doom 3 Engine: A Hybrid Approach To Real-Time Lighting tutorial - Mod DB Static lights are cached and not recalculated unless either the light or something in its radius move, which technically speaking acts like an internal lightmap. Conventional lightmaps I only see as being useful for bounce lighting, though proper global illumination uses voxels instead... so all in all I think that old lighting technology is better off left dead. Quote Link to comment Share on other sites More sharing options...
stgatilov Posted yesterday at 08:30 PM Author Report Share Posted yesterday at 08:30 PM dev16809-10394 is released. This version might give a noticeable performance boost depending on a mission. Let's hope it does not bring along more bugs 1 1 Quote Link to comment Share on other sites More sharing options...
MirceaKitsune Posted 23 hours ago Report Share Posted 23 hours ago (edited) Oh wow: Areas in my city I clearly remember yielding 60 FPS from some positions / angles now reach well over 80 FPS with latest dev, same quality settings just the new optimizations and defaults. While it was commonplace to get barely over 60 FPS in many zones, I barely found a spot where it now occasionally hits 69 FPS for just one frame You've truly worked miracles with those optimizations. Didn't imagine even more performance could be squeezed out of the engine by software fixes alone. Haven't tested broadly but they'll be felt on every FM for sure. Thank you lots! Edited 23 hours ago by MirceaKitsune Quote Link to comment Share on other sites More sharing options...
thebigh Posted 21 hours ago Report Share Posted 21 hours ago Nice work! I'm getting ~10% performance improvements even on my most potato computer, which is a very significant playability boost. Quote { 0 | 🞵 } = funk_tastic My missions: Stand-alone Duncan Lynch series Down and Out on Newford Road the Factory Heist A House Call Link to comment Share on other sites More sharing options...
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