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vladislavbelov

WFG Programming Team
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Everything posted by vladislavbelov

  1. I'd prefer to have low number of knifes for all civs The problem is that you can't notice the difference by eye on modern hardware like 1050/1660+, but we have a lot of meshes each of them increases number of GL state changes which decreases performance (so in total they affect performance significantly). Also more different meshes makes instancing less applicable.
  2. Unfortunately variation affects performance. And I'd prefer to have at most 3-4 different knifes that are significantly different.
  3. How many polys? Which materials are used? And why do we need so many small and so similar elements? For example #2, #4 and #8 look mostly the same with a usual camera distance.
  4. I see different shadows qualities, that might affect render performance as well. Also you have different simulation speeds.
  5. Could you press F2 (it takes screenshot from the internal renderer) and press Print Screen (it takes screenshot from the game) and post both pictures here? If I understood you correctly you say that user can't fix awareness. But actually user can for Windows 10 and iirc Windows 8.1 and it does work. You need to open executable settings and customize the DPI settings. Then you need to add the gui.scale setting to user.cfg with a value multiple of 2.
  6. We can use kinda forward+ for GL2+, so it's not so far. And deferred rendering prevents MSAA, most everything in graphics is tradeoff. Most modern graphic systems in games don't cast shadows for dynamic lightings, might do only for few (like 4-8) nearest to a player lights. Not really, you more wanna say too much to review at once x) Profit of the instancing is pretty tricky, it highly depends on a scene. Look at Yves measurements for deep forest. For obvious reason the difference isn't so big about ~10%. It depends on how to add lights, usually the number of fragments doesn't scale with the number of lights. And there are a bunch of pretty old techniques to reduce amount of rendered fragment. In terms of the game implementation it has most needed features, but in Atlas we can't edit all its parameters yet, only a part of them. But it's possible to edit the map file or use JS to control all parameters.
  7. Thank you very much, you've done that perfectly! Yeah, I was right, jumping bounding boxes appear on the video. It seems celt_trader commit has tweaked that behaviour.
  8. Yeah, that's the correct picture. Now questions: a) do you see flickering from that distance? b) do the boxes flicker (their sizes are changing along the sun direction)?
  9. You updated the game and some templates/JS code might be changed. That means the whole replay shouldn't be valid anymore.
  10. Not yet Steps: Zoom in the place where you continuously reproduce the flickering Open the developer panel (Alt + D) and enable the "Lock cull camera" checkbox Zoom out to see the whole shadow boxes Take a screenshot
  11. It seems you didn't enable the lock. It should look like:
  12. I need to see the whole bounding box (not so close ). To do that click on the "lock camera" checkbox, to fix the culling camera and the zoom out. Also is it reproducible for very small maps?
  13. The first one, do you see the flickering when you're looking at the boxes?
  14. That also can be a wrong shadow map bounding box, for example if there is an object a far away from the map. I need to see shadow map bounds from developer panel in SVN.
  15. You might create a debug version of your mod, where you can disable some effects or create multiple mods where different effects are disabled.
  16. It'd be useful to check SVN version of 0AD on your hardware. Could you post system_info.txt? You can find it in the log folder, path to the folder for your OS in https://trac.wildfiregames.com/wiki/GameDataPaths.
  17. Not with absolute precision, because it's pretty complicated task, but I plan to reduce number of renderered in shadow map objects that don't cast shadows in the visible view.
  18. There is a fixed shadows feature, that I committed a couple of months ago (see default.cfg). It decreases the shadow box, also in future it's going to be used for a more precise shadow rendering.
  19. Yes, it happens because of bounding boxes bigger than actual models. If even a small piece (like 1cmx1cmx1cm) of a bounding box is visible then the whole model is going to be rendered. Possible solution is to use occlusion queries, but it doesn't fit good for old hardware/drivers or low-poly models. Another problem is that it's still possible to see all these models, from a hill for a example. So it might make sense to make angle limits smaller (mostly vertical cameras). Also you might use developer panel (Alt + D) to enable/disable culling and debug camera bounds instead of calling JS functions.
  20. Hi Andreas. If I understood you correctly, you might use the filter field. For example if you type "structures/athen" it will show you entities with names containing this text.
  21. Does the game continue for you? Or it's paused when your friend does minimize? I'd suggest to enable profiler when it lags (Shift + F11) and attach profile.txt (from logs folder) here.
  22. Usually we don't use a current text size to layout. So we have to test UI with the special language from our repo, which is combined from longest strings in all languages. The proper solution is to account the current size, but it's harder to test. Since we need to test all languages instead of the only one.
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