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Everything posted by vladislavbelov
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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. -
Vulkan - new graphics API
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
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. -
Vulkan - new graphics API
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
Thanks! Updated. -
Vulkan - new graphics API
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
Not yet. The first step is to reduce the number of driver dependent bugs and crashes and to have a more predictable performance. -
Vulkan - new graphics API
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
Currently no, but we plan to make an RC relatively soon and it'll be bundled with this mod. -
Vulkan - new graphics API
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
First you need to download it by the link in the first message and then install just like every other mod. -
Vulkan - new graphics API
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
Vulkan is disabled in Atlas, as wxWidgets doesn't provide loader for that by default. Then it seems the known problem of broken materials. -
Vulkan - new graphics API
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
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. -
Vulkan - new graphics API
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
Now should be fixed. -
Vulkan - new graphics API
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
The new version is now available at the same URL. -
Vulkan - new graphics API
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
Thanks! Is that without any renderer.backend.debug*, right? -
Vulkan - new graphics API
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
Could you try D4879? -
Vulkan - new graphics API
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
Could you try Deep forest Large? -
Vulkan - new graphics API
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
If you'd try to resize the window by a mouse would fix the stretching?