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Everything posted by vladislavbelov
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[POLL] Corpse Removal Option
vladislavbelov replied to Stan`'s topic in Game Development & Technical Discussion
I see you just want to add the feature It depends how you look at it. Problem it solves: - No ugly corpses disappearing - See all lost units instead of few - Much more visible (because colored) than corpses to detected lost units (circles can be drawn using unit icon) Problems it adds: - Nothing -
[POLL] Corpse Removal Option
vladislavbelov replied to Stan`'s topic in Game Development & Technical Discussion
Look at them when terrain has maximum passable slope. -
[POLL] Corpse Removal Option
vladislavbelov replied to Stan`'s topic in Game Development & Technical Discussion
Blinking selections on minimap and terrain on the icon hover, and red icon with skeleton in bottom right. -
[POLL] Corpse Removal Option
vladislavbelov replied to Stan`'s topic in Game Development & Technical Discussion
It seems you're contradicting to yourself. Firstly you said "crucial to know what units you lost", which I understand as it's important to you (as other competition oriented players) to react timely on that. Now you say "But people want to see the corpses not 2d icons.". 2D icons is the fastest way in terms of performance to know about all units, not only about last X. But now your prefer visual style over competition. -
I believe you got my point. We have 1.5% with 4K and 17.5% with GL2.1, so no choice at the moment. But I hope to move toward 4K. Not quite true. We were talking about toasters and support in general. And we support them not because of UI.
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[POLL] Corpse Removal Option
vladislavbelov replied to Stan`'s topic in Game Development & Technical Discussion
I feel a biasing in your opinion. Having intermediate numbers means inconsistent visual effect: you can't predict which unit will disappear. So your "crucial to know what units you lost" doesn't work always, only when you have no continuous battles or you have the pretty high setting. In our code it requires workaround to implement that. Also there is a better in terms of performance solution: showing 2D icons instead of "heavy" units. -
Not in our case, we still have a lot of users with small displays (1366x768). You're talking more about aliasing and similar stuff. Pixel perfect in our case is more about how an image fits onto a display. Also shifting and scaling affects how GPU renders it.
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For example Raspberry Pi, or platforms that still support only OpenGL1.5 and not higher. I agree to move forward, the question is how many people we're ready to "lost" and when. Not quite right, in that case we loose only people which think that if a game doesn't use RTX or something similar then it's a bad game. Because the game is playable on the modern hardware, even with scaling. You need powers of two only by technical restrictions of the final texture. So if UI uses an atlas then a piece of it can be a not power of two. Not only, you also have a lot of visual elements like buttons or icons that affect an impression.
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It'd be good if you could attach the logs after that error. You may find logs place for your system on the wiki page: http://trac.wildfiregames.com/wiki/GameDataPaths.
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Because artists want to make the game more beautiful but they don't have strict checks like reviews for programmers, not all of them follow the existing guidelines. I had a discussion about that with Stan and I need to make an article with guidelines and some tools to control the creativity. And I agree we have a lot of content that is bad in terms of performance. It's possible to scale textures down, but for models it's a lot of work for artists.
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For gamers - yes, for our audience - I doubt. A lot of people are far behind modern technologies. Sometimes I've been asked what do we do to support toasters. I'd love to switch to Vulkan and more modern techniques. But it's impossible at the moment to target mainly for 4K. Yeah, kind of that.
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So you mean pixel perfect UI, that fits into pixels without rounding/scaling. And there's important note: you don't need to design UI for 4K, the main thing is ratio. That's why I mentioned that if you use sizes for UI elements divisible by 4 then you can fit a UI designed for 720p to any higher resolution. It only requires to choose correct image, like 32x32 texture for 1080p and 64x64 texture for 2160p. But you don't need to change its layout.
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Graphics of the Evening
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
Nope, but related. I don't want to spoiler and make any promises. Because it's not the priority for A25, but I hope. -
Then you swapped titles Because in 0 A.D. we have a window scaled by system (that means it scales UI as well) or via gui.scale, since we don't support Hi-DPI (2K, 4K) yet (have another things in mind x) ). You mean resolution or ratio?
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Graphics of the Evening
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
Actually I'm resting when writing that kind of shaders. This one took about half an hour AFAIK. -
Vector is good, but it's good for flat and simple design. Pretty usual for AAA shooters and actions. Not all elements should be 4K, I'd say only big pictures, like the helmet. There is another way to save memory: 4K masks with lower-res textures. Low-res texture for colors and 4K mask (in 3D it's called detail texture) to make it more sharp on edges or add some tiny details.
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Graphics of the Evening
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
Why do think so? -
Graphics of the Evening
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
Another reason to wait for A25 -
Is it going to be scalable? Because it might be hard to move these nicely and tightly packed elements for a different display ratio.
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Graphics of the Evening
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
I have in mind a much more cheaper shader for that -
Another shader that shouldn't be used in the game (completely GLSL, no C++). Font is stored in the shader itself encoded by ivec4, colors are chosen as average and a little deviation from it excluding average neighborhood.
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A25 Development Questions
vladislavbelov replied to Yekaterina's topic in Game Development & Technical Discussion
What kind of tasks do you prefer? Usually it's useful to get some basic knowledge how the engine works first. I always can create a bunch of tasks to improve small things that can make a person doing these tasks more familiar with the engine. But these tasks don't have a lot of creativity freedom, they're more educational and relaxing (sometimes) than some hard-work research. -
[POLL] Corpse Removal Option
vladislavbelov replied to Stan`'s topic in Game Development & Technical Discussion
I have the famous habit: I never look at explosions and battles x) If answering seriously, for me to make renderer slow locally I need to put all units together on screen. But it rarely happens, more than 50% of all units are spreaded all over a map. -
[POLL] Corpse Removal Option
vladislavbelov replied to Stan`'s topic in Game Development & Technical Discussion
It depends on your camera position. If you're not looking at a battle then pathfinder is more expensive. -
A "psychic" shader mod; development begins...
vladislavbelov replied to DanW58's topic in Applications and Contributions
Binding is a very interesting area to measure and discuss. Approximated numbers of 7 years old talk: For pretty old card you can switch up to 5K shaders per frame. And the interesting part is that sometimes the shader switching might be faster than using a single shader, especially on 2K/4K displays, because of branching/limited texture cache.