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vladislavbelov

WFG Programming Team
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Everything posted by vladislavbelov

  1. Updated. Could you run the game with validation enabled? 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.
  2. If you'd try to resize the window by a mouse would fix the stretching?
  3. 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.
  4. Can't say yet, it requires MoltenVk integration. It shouldn't be hard but might take a while.
  5. Nice! Missed shader, thanks! Does the game work for you except the missing shader?
  6. Seems the same reason. The problem is that D24_S8 isn't enough and we need to use D32_SFLOAT_S8_UINT following rP27379.
  7. Thanks for testing! Could you disable postproc in your user.cfg and upload userreport_hwdetect.txt here?
  8. 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
  9. 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).
  10. 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?
  11. 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.)
  12. Hi! Which version was working for you? Could you attach logs and system info (files inside the .config/0ad/logs/)?
  13. 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.
  14. 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.
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