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Posts posted by vladislavbelov
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@cantfind @Graham1 I've came up with another random idea: https://trac.wildfiregames.com/ticket/6649#comment:7, but it needs to compile the game.
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7 hours ago, DarkPulsar said:
I encounter the following errors and the game does not show entities previews (for example when you try to build a house etc.), making the game nearly unplayable.
You need to update the 0ad-spirv mod to the last version.
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1 hour ago, DarkPulsar said:
Thanks a lot @vladislavbelov !
Thank you for reporting and testing!
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9 hours ago, andy5995 said:
If Vulkan is enabled in the config, but the 0ad-spirv mod is not enabled, the game crashes.
That's expected.
21 hours ago, DarkPulsar said:Please if you want something else, inform me.
There is a new build that might fix the problem: https://code.wildfiregames.com/rP27519
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6 hours ago, DarkPulsar said:
Thanks for all your effort! Please if you want something else, inform me. Thank you again
Thank you for the feedback! I think I found a possible reason. I'll add a fix to the code.
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11 minutes ago, maroder said:
build yourself
Did you pass --large-address-aware to update-workspaces.bat?
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6 minutes ago, maroder said:
but do we have some kind of memory leak somewhere? Those out of memory errors only occur in long games
Do you use autobuild or build by yourself?
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2 minutes ago, maroder said:
I am mentioning it tho, since the last thing in the mainlog was
ERROR: Failed to create VkBuffer: -2-2 is VK_ERROR_OUT_OF_DEVICE_MEMORY.
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11 hours ago, DarkPulsar said:
I am waiting for the new build
Build is ready: https://code.wildfiregames.com/rP27514
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1 hour ago, DarkPulsar said:
Yes of course, here it is:
Thanks! I'll add more information to logs (currently it's not enough information to figure out the reason) and ping you when an autobuild will be ready.
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17 minutes ago, DarkPulsar said:
Hi all, I recently tested build 27504 of the game with 0ad-spirv shader mod installed, but when I switch to Vulcan, this error appears:
Hi! Could you attach your mainlog.html after running the game with Vulkan selected? Paths to logs you might find here: https://trac.wildfiregames.com/wiki/GameDataPaths
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5 hours ago, MirceaKitsune said:
the hard limitation was the engine not yet making it possible to define light sources attached to units or map props.
It's not the hardest part. The most time consuming part is to make the lights be accounted during rendering.
5 hours ago, MirceaKitsune said:PRB would be awesome but feels more secondary by comparison: Especially for a RTS where you don't see close detail it might be less immediate.
PBR isn't for details but for rendering consistency. With PBR an object will look well in all light conditions. Currently we have over-brighten or over-darken colors on some maps.
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11 hours ago, wowgetoffyourcellphone said:
Some guidance?
Currently we have at least two major problems: many different materials (different only by uniform value aren't different) and many draw calls (because of complex variations).
I also plan to release Technical Art Guide but not sure when I'll have time to finish it.
2 hours ago, asterix said:you mean to look at patches by this guy https://code.wildfiregames.com/D3555 ?
No, I mean industry standard PBR approaches.
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44 minutes ago, MirceaKitsune said:
May I bump this to ask if any progress has been made since last time? Alpha 26 was released recently: A27 is about to be upgraded from OpenGL and feature a Vulkan backend. Given the new renderer, is the way paved for allowing buildings / units / map decorations to correctly have their own lights?
Technically it's possible but it requires art optimization.
45 minutes ago, MirceaKitsune said:I feel the lack of custom light sources is the biggest relevant limitation still left in Pyrogenesis.
I can't say it's the only biggest there is also PBR.
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19 minutes ago, fabio said:
Alpha 27 with Vulkan backend may also reduce the need for LODs:
Nah, LODs are still needed.
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19 minutes ago, andy5995 said:
On both systems I was running 0ad from an AppImage. On the desktop it worked.
Could you run the following test program?
#include <iostream> #include <SDL2/SDL.h> int main() { if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_NOPARACHUTE)) { return -1; } const int flags = SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_VULKAN; SDL_Window* window = SDL_CreateWindow("vk-test", 10, 10, 512, 512, flags); if (window) { std::cout << "success" << std::endl; SDL_DestroyWindow(window); } else { std::cerr << "fail: " << SDL_GetError() << std::endl; return -1; } return 0; }
Command to run:
g++ -O2 --std=c++17 vk-test.cpp -o vk-test -lSDL2 -I/usr/include/SDL2 && ./vk-test
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49 minutes ago, andy5995 said:
Same output on both systems when I run:
Maybe it's unavailable from AppImage? Is it possible to run vulkaninfo from AppImage envrionment?
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10 hours ago, hyperion said:
For instance shore waves are rendered in gl without fancy while it requires fancy with vulkan
I think it's not the expected difference.
10 hours ago, hyperion said:also using vulkan models throw shadows onto themself while in gl only onto other objects.
Could you show an example?
10 hours ago, hyperion said:Do you have an inkling of what is going on there?
Highly likely it's related to material refactorings. I'll investigate it further.
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How do your screenshots look like? Do they have the same artifacts?
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6 minutes ago, Dragonoar said:
it looks normal when I use screen recording
So if you're making a screenshot or recording a video the game looks correctly?
Which version do you use? Could you attach a userreport log file (path to it you can find here: https://trac.wildfiregames.com/wiki/GameDataPaths)?
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On 14/01/2023 at 12:14 PM, hyperion said:
it's getting harder to find missing one
0ad-spirv-0.27.10:
Updated.
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On 14/01/2023 at 8:44 PM, andy5995 said:
On Ubuntu bionic, the build fails. These are the packages I'm installing
Made a patch: https://code.wildfiregames.com/D4890
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3 hours ago, Leyto said:
Should I report here some logs
You might attach errors about a "model_solid_tex" material.
3 hours ago, Leyto said:it works quit well!
Did notice any difference with OpenGL?
3 hours ago, Leyto said:automatic data upload system is enough for you?
If you enabled Feedback in the main menu then it should be enough.
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25 minutes ago, OptimusShepard said:
Texture or shader quality doesn't change anything.
Any other option maybe?
25 minutes ago, OptimusShepard said:My GPU memory usage is at 2GB when it crashes.
It might mean limitation of 32bit application. Your GL crash says: "JavaScript error: out of memory", which means out of available RAM. Highly likely it's the same reason for Vulkan. Might want to build with --large-address-aware.

Vulkan - new graphics API
in Game Development & Technical Discussion
Posted
Thanks! I'll check it.