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Everything posted by vladislavbelov
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Vulkan - new graphics API
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
Thanks! I'll check it. -
Vulkan - new graphics API
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
You need to update the 0ad-spirv mod to the last version. -
Vulkan - new graphics API
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
Thank you for reporting and testing! -
Vulkan - new graphics API
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
That's expected. There is a new build that might fix the problem: https://code.wildfiregames.com/rP27519 -
Vulkan - new graphics API
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
Thank you for the feedback! I think I found a possible reason. I'll add a fix to the code. -
Vulkan - new graphics API
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
Did you pass --large-address-aware to update-workspaces.bat? -
Vulkan - new graphics API
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
Do you use autobuild or build by yourself? -
Vulkan - new graphics API
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
-2 is VK_ERROR_OUT_OF_DEVICE_MEMORY. -
Vulkan - new graphics API
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
Build is ready: https://code.wildfiregames.com/rP27514 -
Vulkan - new graphics API
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
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. -
Vulkan - new graphics API
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
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 -
Additional lighting in engine
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
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. -
Additional lighting in engine
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
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. No, I mean industry standard PBR approaches. -
Additional lighting in engine
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
Technically it's possible but it requires art optimization. I can't say it's the only biggest there is also PBR. -
Nah, LODs are still needed.
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Vulkan - new graphics API
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
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 -
Vulkan - new graphics API
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
Maybe it's unavailable from AppImage? Is it possible to run vulkaninfo from AppImage envrionment? -
Vulkan - new graphics API
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
I think it's not the expected difference. Could you show an example? Highly likely it's related to material refactorings. I'll investigate it further. -
How do your screenshots look like? Do they have the same artifacts?
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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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Vulkan - new graphics API
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
Updated. -
Vulkan - new graphics API
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
Made a patch: https://code.wildfiregames.com/D4890 -
Vulkan - new graphics API
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
You might attach errors about a "model_solid_tex" material. Did notice any difference with OpenGL? If you enabled Feedback in the main menu then it should be enough. -
Vulkan - new graphics API
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
Any other option maybe? 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.
