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Showing content with the highest reputation on 2023-01-31 in all areas

  1. Did you pass --large-address-aware to update-workspaces.bat?
    2 points
  2. After 4 years finally came back with some content regarding Hyrule Conquest hope you guys that still follow or remember the mod enjoy
    2 points
  3. I was doing different refactorings of our engine for last 1.5 years. It's allowed me to add a new backend (graphics API) - Vulkan. It's relatively new API (as D3D12) which allows us to have a more predictable and stable performance. And in some cases even better performance. But not always as we use it in a single thread yet. Vulkan drivers from different vendors are usually much lighter than GL ones. That's the way to have less driver bugs and crashes. But we still need testing how it works on different hardware. So everyone who has a Vulkan compatible device please try to enable it in options (along with feedback). If you're able to run SVN then you already can test it. Else wait for the next RC. Note: to run the game you'd need to download and install a separate mod with precompiled shaders (it'll be bundled in RCs and the Release): https://releases.wildfiregames.com/rc/0ad-spirv.zip. Vulkan can't run pure GLSL shaders (which we use for GL), it uses a special binary format for shaders: SPIR-V. Vulkan allows us to use different interesting features. For example it allows to select the most appropriate GPU to use. It means no more crashes because of wrong GPU, I hope Also Vulkan supports multithreading. If you still have some time you could run the game with validation enabled. It makes the game slower but validates a lot more different internal things. It should help to make Vulkan stable for the release. To enable validation you need to add the following lines to your usef.cfg: renderer.backend.debugcontext = "true" renderer.backend.debuglabels = "true" renderer.backend.debugmessages = "true" renderer.backend.debugscopedlabels = "true" Known issues: Screenshots aren't implemented yet, but going to be during Feature Freeze rP27552 Some precompiled shaders are missing, please report if the game says so macOS isn't supported yet, but we have plans to do so via MoltenVk rP27488 Missing silhouettes rP27418 Unsupported depth formats cause an assertion rP27421 Stretching on window resize after fullscreen switch rP27422
    1 point
  4. Thank you for the feedback! I think I found a possible reason. I'll add a fix to the code.
    1 point
  5. I'll plan to get it ready in time for the new release
    1 point
  6. Here is the new main log: I see this difference (added lines) with a quick look: Also, NVidia says my GPU (GTX 970) fully supports Vulkan 1.3 (i have driver version 528.24), as you can see in the link that @leopard shared: https://developer.nvidia.com/vulkan-driver In this site it says: Also I have not used the beta driver, as this is my primary PC. I see that this vulkan "methods have been added with the beta driver (528.34): Thanks for all your effort! Please if you want something else, inform me. Thank you again mainlog.html
    1 point
  7. ah no, forgot about that. I will try with that next time.
    1 point
  8. -2 is VK_ERROR_OUT_OF_DEVICE_MEMORY.
    1 point
  9. did you tried to install graphics drivers for vulkan for your GPU when I did I had to install graphics driver for vulkan https://developer.nvidia.com/vulkan-driver
    1 point
  10. Read through this thread and try the troubleshooting ideas that are linked there. Also tell us what version of libsdl you have.
    1 point
  11. There is a property that a mod can set in mod.json to take it out of validation, shiny most likely does this. mods/user is a ugly hack that was invented for use with atlas and never fixed properly. Avoid it whenever you can, it can break your installation in wondrous ways.
    1 point
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