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Posts posted by vladislavbelov
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50 minutes ago, hyperion said:
Switching from fullscreen to windowed stretches the view horizontally possibly by gui.scale
Only view or window as well?
41 minutes ago, nwtour said:Game starts successfully with Vulkan renderer
Did you experience any performance difference?
4 minutes ago, asterix said:@vladislavbelov there is also new ticket https://trac.wildfiregames.com/ticket/6681
Yeah, I'm aware of it. It needs some investigation as we can't distinguish that SDL error from a regular one.
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5 minutes ago, real_tabasco_sauce said:
Will MacOS support be ready in time for the first release candidate? Or will this take longer?
Can't say yet, it requires MoltenVk integration. It shouldn't be hard but might take a while.
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2 minutes ago, hyperion said:
Combat demo huge runs much better than using gl.
What's the difference?
2 minutes ago, hyperion said:So except for missing shaders probably ok.
Working on that.
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2 minutes ago, hyperion said:
Fixes the segfault for me.
Nice!
2 minutes ago, hyperion said:So next one
Missed shader, thanks! Does the game work for you except the missing shader?
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16 minutes ago, nwtour said:
Hello. Good news!
But after changing render:Seems the same reason. The problem is that D24_S8 isn't enough and we need to use D32_SFLOAT_S8_UINT following rP27379.
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4 minutes ago, hyperion said:
with user.cfg:
sharpening = "disabled" antialiasing = "disabled"
same result
I got the reason, will make a patch tonight. Thank you!
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30 minutes ago, hyperion said:
Gpu: amd vega 11
Thanks for testing! Could you disable postproc in your user.cfg and upload userreport_hwdetect.txt here?
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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:
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Screenshots aren't implemented yet, but going to be during Feature FreezerP27552 - Some precompiled shaders are missing, please report if the game says so
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macOS isn't supported yet, but we have plans to do so via MoltenVkrP27488 -
Missing silhouettesrP27418 -
Unsupported depth formats cause an assertionrP27421 -
Stretching on window resize after fullscreen switchrP27422
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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).
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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?
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7 hours ago, cantfind said:
This toy example seems to be working fine as long as I get the new window surface after changing to full screen.
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.)
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Which was the last version was working for you? Does window mode work for you?
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Hi! Which version was working for you? Could you attach logs and system info (files inside the .config/0ad/logs/)?
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Could you attach logs when running with
borderless.fullscreen = false?
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35 minutes ago, hyperion said:
Depends on what you call video support
It doesn't matter what's the definition, it's unrelated to camera paths.
35 minutes ago, hyperion said:Currently there is exactly one user
I think it's true for most of interesting engine features. Just there are no (or too few to notice) experienced modders.
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10 hours ago, hyperion said:
camera path is still there but it seems useless this days
It's orthogonal to a video support. And it's used for trailers.
10 hours ago, hyperion said:A feature that went missing over time is video
IMO it'd be pain to support that properly.
10 hours ago, hyperion said:would be nice if that could be added back again.
There was only video recording but not video playing.
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16 minutes ago, hyperion said:
Reading between the lines I guess @vladislavbelov would want the scaling be done on the gpu tho.
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.
18 minutes ago, hyperion said:ensure there are no two same models.
Exactly.
On 13/11/2022 at 5:08 PM, hyperion said:"some random artist"
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:
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On 11/11/2022 at 9:24 PM, ChronA said:
Is there a link on the wiki?
No, we don't have any kind of scaling yet.
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1 hour ago, hyperion said:
Well, you can generate different pmd/psa per scale, that's what I meant with build time / static scaling.
It's not a good approach for GPU, as it means more data to store and process in comparison with what we have now.
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On 09/11/2022 at 6:51 PM, Gurken Khan said:
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.
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3 hours ago, ChronA said:
I think this misses the point of the complaint.
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).
3 hours ago, ChronA said:The ability to rescale things DOES already exist in the 3D modeling software
It's true and that's why we don't have scaling on the mentioned step.
3 hours ago, ChronA said:But for anyone who doesn't know how to use Blender it is a huge impediment to their ability to mod the game.
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.
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On 09/11/2022 at 11:01 PM, hyperion said:
The main use of such a feature I see that one could model with a realistic scale or for example shrink the current ships for testing.
I think that kind of feature should be on the side of a 3D modeling software, because it might be more flexible there.
17 hours ago, wowgetoffyourcellphone said:randomly scaling trees for example
That seems the most reasonable usage for that kind of scale.
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Vulkan - new graphics API
in Game Development & Technical Discussion
Posted
If you'd try to resize the window by a mouse would fix the stretching?