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vladislavbelov

WFG Programming Team
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Everything posted by vladislavbelov

  1. I took a look some time ago at the changes. They contain mostly single player optimizations. And beside some useful changes there are visual degradations. Our repo contains a PR with more appropriate LLM changes here: https://gitea.wildfiregames.com/0ad/0ad/pulls/9257, but the generated code isn't in production ready state.
  2. Currently there is only one artificial limitation - silhouettes system. It stores occluders as 16-bits indices to save memory. So we can have at most 65k units with silhouettes enabled. Without it's limited only by hardware as @Stan` said. But the silhouettes system is very easy to improve to not have that limitation.
  3. Also when materials or simulation templates were changed. I'll take a look at the issue.
  4. Hi! And sorry for the long reply. Yes, it's in sync with the projection matrix and culling mode.
  5. It reminds me to do something with: https://github.com/AlexanderOlkhovskiy/0ad-space
  6. Hmm. If change the shadow quality to high and restart, does the problem happen? Also if switch to Very High after a start with High does the problem happen? Also could you add the following line to your user.cfg? renderer.backend.vulkan.disabledescriptorindexing = "true"
  7. Could you add the following lines to your user.cfg (might be removed later) and attach mainlog.html and userreport_hwdetect.txt after run with it? renderer.backend.debugcontext = "true" renderer.backend.debugmessages = "true" renderer.backend.debuglabels = "true" renderer.backend.debugscopedlabels = "true" Also is the problem reproducible when all other settings are disabled?
  8. Could you attach mainlog.html (from the logs folder) with such artifact?
  9. Render consumes CPU each frame but without spikes. So if you have freezes then it's simulation if you have lower average FPS then it's render. I plan to reduce the render bottleneck in the future versions by moving it to separate threads.
  10. @Buildosaur_积木小恐龙 Hi! Did you download the game from https://play0ad.com/download/win/?
  11. I prepared binaries with enabled debug information and sent to you via PM (to avoid spamming here). Could you take a look?
  12. Latest successful build: https://jenkins.wildfiregames.com/job/0ad-bundles/129/artifact/0ad-0.29.0dev-win64.exe
  13. Also could you try 64bits Release 28? And does it crash right on start or after a match loading?
  14. Is it possible for you to try nightly built version? (for that you'll need to install git and download our repo) It might, but they might disable it silently if there is a well known bug.
  15. If you have any questions about our Vulkan or render backend interface, you can write to me
  16. @Souldbyt very nice! Is it possible to run Vulkan there?
  17. Yes but it might be enabled only for qualities more than Medium/High. Also there is a question do we specify that for a map or not and how if yes.
  18. I hope with PBR we won't need to bake GI into albedo texture
  19. Thanks for the report! We have an opened issue for that: https://gitea.wildfiregames.com/0ad/0ad/issues/8876. I want to fix the image in R29. Though the camera will be still "moving". A possible workaround for now is to set the resolution scale to 100%.
  20. I'd choose the first one for modern GPUs. Also it'll be simpler to optimize in the future (for example replacing by a single texture but with different parameters/colors) as we don't need to so many textures different only in some colors.
  21. Ideally - yes. Practically we need to choose appropriate number of polygons accounting how close camera in a regular game can be. Also I think baked AO shouldn't be so black as the human skin has significant subsurface scattering. So I'd make it warmer and leave darkening to normal maps. About normal maps in terms of the engine: they shouldn't contain noise as it's not good for compression quality and might lead to light flickering on our general scale.
  22. Does those hair spikes fall under the polycount limitation? https://gitea.wildfiregames.com/0ad/0ad/wiki/ArtPolyCountGuidelines
  23. Is it me or something with normals (the face is more gray than I expect)?
  24. Maybe make it a bit more granular (some stones are fully opaque on the radius and some fully transparent) to mask the pure circular alpha mask?
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