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vladislavbelov

WFG Programming Team
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Posts posted by vladislavbelov

  1. 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.

  2. 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.

    • Like 1
    • Thanks 1
  3. 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.

  4. 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

     

  5. 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.

  6. 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.

  7. 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.

  8. 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.

  9. 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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