Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: Bobboau on June 03, 2004, 03:38:37 am
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this build has a new vertex management system that alows better controle over vertex types and improves bandwidth by, probly a signifigant measure, I'd like some low end folks hwo have beena able to run the THL finres to through a few of them in game test with an old build, test with the index buffer build, and test with this one, and tell me how much, if any, improvement do you see,
also, I disabled dynamic environment mapping, outside of subspace, it was just a total waist of resorces.
I want reports by the time I wake up in 6 hours, before I have to go to work and trane the new guy. so, eh... snap to it... minions... I'm tired...
http://freespace.volitionwatch.com/blackwater/fs2_open_Bobboau_6-3-04.zip
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okay, this is cool.. it's smooth, and, enviromental mapping works, not shinemapping, though...strange.
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On the off chance you don't know. The program crashes if you're in mission, then switch to desktop and back to fs2.
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this is known and not native of this build
Turnsky, did environment mapping not work for you before?
and is it smoother thanit has been?
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Great. Good to see my suggestion made it in. I'll download this right away :yes:
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Originally posted by Bobboau
this is known and not native of this build
Turnsky, did environment mapping not work for you before?
and is it smoother thanit has been?
oh, it's smoother than before, and no, enviro-mapping didn't work before.
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hmm that's odd, see if it works in a subspace mission, if it doesn't then there is something odd going on that I should probly investigate.
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dxt flag or not, DDS textures don't show up at all for some retarded reason. this includes omniscaper ST ship textures, various skyboxes, etc. The area where the textures should be is replaced by nothingness, not even an untextured model --- its as if the parts textured by DDS were never even there. but they are, because i still get framerate affected by the presence of the objects in question even thugh i cant see them.
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I haven't noticed a substantial performance enhancement with this build over the 5/23/04 build but they're both better than the older env builds. I did track down a potential framerate killer though, the 'stop fog intersect hull' flag drops my FPS down by at least 25%
There is some improvement when viewing ships with lots of env mapping, bumping me up from a fairly choppy 17-19 fps with the 5/24/04 build to a much better 24-27 fps with today's build. I should note that I'm using Lightspeed's nebula backgrounds, which use a PILE more memory than the std PCX nebulas. I would imagine that if I were using the stock backgrounds that my FPS would be even better with env mapping.
I'm using the following flags:
-spec -glow -jpgtga -phreak -d3d_no_vsync -nobeampierce -fps -snd_preload -fov 0.39
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the complexity of the background no longer has any implecations on the speed of rendering the environment map.
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Okay, there's something wrong with me.
If I run this build, only suns seems to be envmapped normally. The env opacity for anything else is incredibly low (with alpha env WHITENED out cockpits, I can see absolutely no reflection, except if I darken the room and try very hard).
Any backgrounds will be env mapped (as it seems) but at an intensity of about 1/100 from what it was in the last build. I can't even see proper reflections on the un-alpha_enved ships which should have maximum intensity all along the hull.
Something's screwy here.
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Bug found.
If i enable -batch_3dunlit I get this problem.
If I turn off that command line, env mapping works normally.
More later...
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batch_3dunlit is still in development, I could see how that would be causeing problems
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This works well but I didn't see any noticeable performance increase from the standard 3.6 exe, although that already had pretty good framerates. No new bugs encountered though.
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funny how nobody even acknowledged what i said before...serious bug: NO DDS textures show up AT ALL, DXT flag on or off!
Direct3D mode, 1024x768 32 bit color, no text problem fix enabled...
-spec -glow -pcx32 -jpgtga -ship_choice_3d -fps -window -bobshield -fov 0.75 -ambient_factor 85 -allslev
tried with or without bobshield and window. nothing. see previous post for more details. this is a serious bug, i am completely unable to use Omniscaper's Star Trek ships with this problem.
The problem did NOT exist in 3.6 vanilla. Apparently, something you did screwed up the DDS support.
P.S. I'm using the UBER textures provided by omniscaper.
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3.6 vanilla. Hehe ;)
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check other builds and tell me the first one were this started.
is anyone else getting this?
nice to see someone useing -bobshield, it realy is a much better shield rendering system.
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I'm having problems with dds textures as well. I'm pretty sure it started with the index buffer build.
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Originally posted by Bobboau
hmm that's odd, see if it works in a subspace mission, if it doesn't then there is something odd going on that I should probly investigate.
it works in a subspace mission. rather purdy i might add.;)
now, if only specular would work..
i get the sneaking suspicion that specular DOES work, only people with radeon 9000's, etc can't see them for some reason.
can anybody with the same series card replicate this?
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the specular issue I think is almost defenately a driver issue
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Originally posted by Bobboau
the specular issue I think is almost defenately a driver issue
doesn't surprise me in the least. can anybody get specular working on radeons running the 4.5 catalyst driverset?
EDIT: my lack of specular is definitely a direct-x problem, as it works fine in OpenGL.
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Whoa hey, this is much smoother than before. I drew an extra 12-15 FPS in King's Gambit. Runs pretty much the same as before, still some issues with env mapping rendering funny, but that's normal for me with the SCP. I'll figure it out eventually. ;)
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Originally posted by Bobboau
nice to see someone useing -bobshield, it realy is a much better shield rendering system.
I'm using it too, actually :)
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Originally posted by Bobboau
nice to see someone useing -bobshield, it realy is a much better shield rendering system.
Might help if we'd heard about it :D What does it do?
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it uses a diferent rendering system for darwing shields, they are based on the size of the weapon hitting you and will not destort on huge shields. was initaly implemented to help out people who wanted capship shields. when you hit ships now the impact effect will generaly be much smaller, exept for they get hit be realy freaking huge weapons
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Ive tried this build - pretty fast compared to the older ones (the REALLY old ones, before 3.6). In env mapping, i would get FPS's around 2-4. With this, it nearly doubles, and the loading time is halved too!!
w00t Bobboau - excellent stuff here. Now I just have to try the other fast build :D
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Originally posted by Turnsky
Can anybody get specular working on radeons running the 4.5 catalyst driverset?
On that note, if some of you Radeon owners out there are suffering from this problem, and are willing to take a risk of screwing up your box, I came across a link to Catalyst 4.6 beta drivers. You may want to give these a try.
Try this link. (http://neowin.net/comments.php?category=software&id=20906)
Later!
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This build seems to be running fine for me.