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Posts posted by vladislavbelov
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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.
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1 hour ago, OptimusShepard said:
I did some quick test with every graphic backend in Sahyadri, complete map visible. The game crashes reproducible when too many units were produced (I used "gift from the gods", it crashes around 400 units). It crashed with all backends.
Your logs report out of memory (Vulkan says out of GPU memory). Does the shader or texture quality option changes the behavior? I suppose there is new more expensive art in A27.
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6 hours ago, hyperion said:
0ad-spirv-0.27.9
Thanks! Updated.
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1 minute ago, Leyto said:
Should we expect some visual awesomeness/differences
Not yet.
1 minute ago, Leyto said:or it's more a performance boost targetted with this API ? (which is also welcome of course )
The first step is to reduce the number of driver dependent bugs and crashes and to have a more predictable performance.
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3 minutes ago, Leyto said:
is it possible to test this mod with a 0AD installed through windows installer, or does it require to use the SVN version of the game?
Currently no, but we plan to make an RC relatively soon and it'll be bundled with this mod.
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44 minutes ago, gameboy said:
@vladislavbelov How do I install this MOD?
First you need to download it by the link in the first message and then install just like every other mod.
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5 minutes ago, hyperion said:
Anyway, I opened the atlas and found it to still use gl.
Vulkan is disabled in Atlas, as wxWidgets doesn't provide loader for that by default.
6 minutes ago, hyperion said:There I played with various textures and nubia dirt 1 2 3 but not 4 all show the same shadowing behavior, it's just a lot less obvious with gl than with vulkan. Ie less dark and can barely pass as just wet.
Then it seems the known problem of broken materials.
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2 hours ago, hyperion said:
two new errors, the texture decode issue possibly not related to vulkan specifically:
Updated.
6 minutes ago, hyperion said:There are some shadow like artifacts (map nubian frontier)
Could you run the game with validation enabled?
28 minutes ago, phosit said:Isn't there a bether solution than asking the users to report all missing shaders? Surely it will not be tested exhaustively and some shader will be missing in the release.
It'll cost too much my time now or too much space for shaders. So I chose a compromise, I believe there're not so many shaders left and I have a validation script to fill possible holes.
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29 minutes ago, hyperion said:
Thanks!
after update:
Now should be fixed.
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1 hour ago, hyperion said:
Maybe time to update shader mod so as not to loose track which were already reported and allow me to test decent looking water. *wink*
The new version is now available at the same URL.
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7 hours ago, nwtour said:
Render Vulkan: ~34 avg fps
Render OpenGL: ~78 avg fps
Render OpenGL ARB: ~49 avg fpsThanks! Is that without any renderer.backend.debug*, right?
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16 minutes ago, hyperion said:
It does "inverse" stretching, ie reducing width makes stretching worse.
Could you try D4879?
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9 minutes ago, nwtour said:
Max settings, first screen of campaign :
Could you try Deep forest Large?
Additional lighting in engine
in Game Development & Technical Discussion
Posted
It's not the hardest part. The most time consuming part is to make the lights be accounted during rendering.
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.