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vladislavbelov

WFG Programming Team
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Everything posted by vladislavbelov

  1. If you'd try to resize the window by a mouse would fix the stretching?
  2. Only view or window as well? Did you experience any performance difference? Yeah, I'm aware of it. It needs some investigation as we can't distinguish that SDL error from a regular one.
  3. Can't say yet, it requires MoltenVk integration. It shouldn't be hard but might take a while.
  4. Nice! Missed shader, thanks! Does the game work for you except the missing shader?
  5. Seems the same reason. The problem is that D24_S8 isn't enough and we need to use D32_SFLOAT_S8_UINT following rP27379.
  6. Thanks for testing! Could you disable postproc in your user.cfg and upload userreport_hwdetect.txt here?
  7. I was doing different refactorings of our engine for last 1.5 years. It's allowed me to add a new backend (graphics API) - Vulkan. It's relatively new API (as D3D12) which allows us to have a more predictable and stable performance. And in some cases even better performance. But not always as we use it in a single thread yet. Vulkan drivers from different vendors are usually much lighter than GL ones. That's the way to have less driver bugs and crashes. But we still need testing how it works on different hardware. So everyone who has a Vulkan compatible device please try to enable it in options (along with feedback). If you're able to run SVN then you already can test it. Else wait for the next RC. Note: to run the game you'd need to download and install a separate mod with precompiled shaders (it'll be bundled in RCs and the Release): https://releases.wildfiregames.com/rc/0ad-spirv.zip. Vulkan can't run pure GLSL shaders (which we use for GL), it uses a special binary format for shaders: SPIR-V. Vulkan allows us to use different interesting features. For example it allows to select the most appropriate GPU to use. It means no more crashes because of wrong GPU, I hope Also Vulkan supports multithreading. If you still have some time you could run the game with validation enabled. It makes the game slower but validates a lot more different internal things. It should help to make Vulkan stable for the release. To enable validation you need to add the following lines to your usef.cfg: renderer.backend.debugcontext = "true" renderer.backend.debuglabels = "true" renderer.backend.debugmessages = "true" renderer.backend.debugscopedlabels = "true" Known issues: Screenshots aren't implemented yet, but going to be during Feature Freeze rP27552 Some precompiled shaders are missing, please report if the game says so macOS isn't supported yet, but we have plans to do so via MoltenVk rP27488 Missing silhouettes rP27418 Unsupported depth formats cause an assertion rP27421 Stretching on window resize after fullscreen switch rP27422
  8. Hi! Yes, I'm working on Vulkan support (#6636) and I plan to add upscale (nearest, bilinear and FSR) support in the future (A27 or A28).
  9. Did I get you correctly: if you don't call screenSurface = SDL_GetWindowSurface(window); after each event then you reproduce the problem? BTW what's the system you're on?
  10. That's interesting. Could you add cursorbackend = "system" to your user.cfg (it should switch a cursor to the system one, "sdl" will bring it back)? You might just attach your example code here as an archive. Also are you able to compile the SVN version of the game? (I can provide patches to test.)
  11. Hi! Which version was working for you? Could you attach logs and system info (files inside the .config/0ad/logs/)?
  12. It doesn't matter what's the definition, it's unrelated to camera paths. I think it's true for most of interesting engine features. Just there are no (or too few to notice) experienced modders.
  13. It's orthogonal to a video support. And it's used for trailers. IMO it'd be pain to support that properly. There was only video recording but not video playing.
  14. The most interesting thing is that scaling is already done on the GPU side (as we use a complete transform matrix) So we need to calculate that matrix properly on the CPU side to account a possible scale. Exactly. The problem is that we only have "that kind of active artists". There is no art reviewer who'd say how art should be done properly in terms of performance. And I don't have time to finish my "Techinical Art Guidelines". Spoiler to it:
  15. No, we don't have any kind of scaling yet.
  16. It's not a good approach for GPU, as it means more data to store and process in comparison with what we have now.
  17. It's reasonable to translate resource names in that messages. I don't know why it's not translated. But Silier sent a link to a related file which is a good point to start, shouldn't be hard to figure out.
  18. I think I wasn't clear. In the first sentence I was talking about scaling a model on a way to converting from 3D model through DAE to PMD (our binary format to store a model/mesh). It's true and that's why we don't have scaling on the mentioned step. It's simpler to have a link on wiki how to do that step for different editors than implementing and supporting that step in our engine. My second sentence was about runtime scale. When you already have a single PMD of a tree and you want to place it on a random map with different sizes.
  19. I think that kind of feature should be on the side of a 3D modeling software, because it might be more flexible there. That seems the most reasonable usage for that kind of scale.
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