Something I Commented In Ad 1.5 Thread
#1192 posted by topher on 2017/01/21 02:21:23
Mark V has a bug with the rewind feature in demos. when you rewind, the clock go forward instead of backward.
when you pause (down arrow) and unpause, the time is resynced.
this is scr_clock
#1193 posted by Baker on 2017/01/21 02:28:42
@topher - thanks for reporting that. Must have wired up the wrong clock when absorbing some JoeQuake/ProQuake features back a couple of months ago.
/+1 to do in the spring update
@topher
#1194 posted by Baker on 2017/01/21 02:35:04
A workaround in the meantime, if you are interested. Add +pq_timer 0 to the command line or throw it in autoexec.cfg
#1195 posted by ericw on 2017/01/21 03:16:12
QuakePone, if you're interested I posted 2 builds in the QS thread here to check for a potential problem that affected some versions of Intel graphics.
Additionally, as MH mentions, try benchmarking "gl_flashblend 0" vs "gl_flashblend 1" (this may be faster; it stops the lava balls from casting dynamic lights and just draws a fake glow instead.)
@ericw
#1196 posted by R00k on 2017/01/21 06:01:21
I tried this in my own engine, on a nvidia 960gtx, and it really didnt matter. yet as I like you are using gbra uploads, but then in the most classic settings, im getting 2200+fps with playdemo demo2 on Qrack vs 1600 in Mark V using really close effects; no motionblur, no r_novis, classic particles, etc. in DirectQ / RMQ i get 3000-5000fps.
maybe lightmap uploads matter?
#1197 posted by R00k on 2017/01/21 06:03:04
er 5000 in dq not rmq
#1198 posted by R00k on 2017/01/21 06:07:16
bottomline is a stable fps in given map we dont need >200fps in single player maps.
#1199 posted by mh on 2017/01/21 10:18:49
An NV 960 is irrelevant unless you can get a test case that goes below about 500 fps.
Gimme the Intel benchmarks, that's the interesting stuff.
There's probably things I can do for lightmap updates but I'm not willing to gut the code unless I'm satisfied that there will be payback at the end of it.
I might also make one of my experimental GPU lightmaps engines available, because I'm interested in how that might perform. I'm cautious about not creating expectations in the community though....
Found In The Mirror In Arcane Dimensions 1.50
#1200 posted by Baker on 2017/01/21 10:31:48
Map = ad_magna
In console type: "setpos 2496 56 -292" And you'll be at the mirror.
screenshot
/In Mark V, you can type "viewpos" to see your current x, y, z -- which also sets the default setpos. So if you type "viewpos" at a red armor, walk away and then type "setpos" you'll be back at the red armor.
@Quakepone
#1201 posted by Baker on 2017/01/21 11:35:22
If it is lightmaps --- and that's an if --- slowing things down.
Type: r_dynamic 0
Then dynamic lighting is simply turned off.
@Quakepone
#1202 posted by Baker on 2017/01/21 13:27:51
In Mark V, do the following after starting up Arcane Dimensions.
Type:
temp1 0 // Turn extra ad particles off
r_dynamic 0 // Turn off dynamic lights .. no lightmap updates will happen at all.
sv_cullentities 2 // Strict visibility tests on all entities
map start // Restart the Arcane Dimensions start map
Play
See if your fps improves.
Thanks
#1203 posted by QuakePone on 2017/01/21 20:58:24
These commands helped a lot in previously barely playable maps like ad_tfuma and ad_swampy. I might leave temp1 on 1024 and r_shadows on 1, still.
#1204 posted by Baker on 2017/01/21 21:07:26
Cool! Glad it helped out some.
In the Quakespasm thread, mh, ericw and myself and others are discussing performance related issues related to Arcane Dimensions.
#1205 posted by mh on 2017/01/21 21:47:52
I'm starting to warm to the idea of doing some kind of release of one of my GPU lightmap experiments. ericw has expressed interest in how parts of it work and I'd be fascinated to learn how it performs on QuakePone's machine.
I've basically got 3 engines: Quake/OpenGL/assembly shaders, Quake/Direct3D 11 and Quake II/Direct3D 9. The Quake II engine is probably the most developed but it misses D3D 11 enhancements and draw call overhead does pile up. The Quake/GL engine is very barebones and I'm not sure where the code is. The Quake/D3D 11 is most likely to be let out.
#1206 posted by Gunter on 2017/01/23 05:03:46
Huh. About the issue where models in front of the sky look "darkened" ... well, it makes the shaft look BETTER because then the contrast doesn't cause it to be as washed out!
(see my post on Old Page #1321 with screenshot illustrating that fullbright textures get ugly and washed out when contrast is applied)
Here's a screenshot showing this effect:
http://imgur.com/a/2C4Ez
Shaft looks better with sky behind it! Maybe something like this could help all fullbright textures to make them not as ugly when contrast is applied....
Starting with -nostencil removes the sky effect, though it still lets you see r_shadows 3 through models (second screenshot above shows a distant grunt shadow visible through a dog's butt, heh).
I know you're aware of the stencil issue, mh, but I just had to display these interesting screenies ;)
@gunter - Was Playing Co-op On Your Server
#1207 posted by Baker on 2017/01/23 05:49:54
On your server with JimBob and ORL.
Hadn't played Frostbite in some time, that map and the rest of the "2005 Wintery Map Pack" are always great experiences.
You might talk JimBob or even yourself into delete all maps and extra sounds in your Quake folder to watch the map/model/sound download in action.
JimBob wondered how I had the maps and the music, haha ;) Well, I didn't until I connected.
They downloaded automatically, of course.
Mark V has the best stay-connected http map/model/sound download this side of FTE.
Auto-downloads
#1208 posted by JimBob on 2017/01/23 07:27:11
The auto-downloading is great. And I have noticed the .LOC files downloading before. I guess those are for frogbots?
I just wasn't sure if you actually got the music. I don't mean the intermission dance loop WAVs. Rather, I mean the soundtrack MP3s I selected to match the edited .ENT files (e.g., "'sounds' '65'"). I didn't know if Gunter had uploaded those.
Also, I'm not sure where it all comes from, since I think the FvF server is still Magic Proquake? I do vaguely seem to recall you talking (once upon a time) about having downloads come from a 3rd-party source like QuakeOne or w/e?
#1209 posted by Baker on 2017/01/23 08:07:12
Locs are for team deathmatch and such (dm3, etc.) like "At the red armor with 87 health"). You can turn off downloading locs. Type "find loc" in the console, you'll see a cvar that can be set to turn that off.
/mp3 don't download, mp3 tend to be large, aren't needed to play. It's a player preference anyway.
Any Chance...
#1210 posted by NightFright on 2017/01/23 10:13:22
of also moving r_shadows and r_waterquality variables into config.cfg?
I find it a bit complicated to set them externally through autoexec.cfg. And since texture filtering has already been moved...
RAM
#1211 posted by killpixel on 2017/01/23 22:35:23
I've been really enjoying the winquake build, it runs very well. I ran into this little guy after I disabled mips. He's harmless but has worn out his welcome :)
NEVERMIND
#1212 posted by killpixel on 2017/01/23 22:43:55
just found "showram".
Whenever I get stuck on something I just make a forum post or drop a message on irc so 30 seconds later I can figure it out myself :P never fails. ever.
@nightfright
#1213 posted by Baker on 2017/01/24 00:36:20
Don't know, but I'll think about it.
I worry about mods changing obscure things, causing niche settings to write to config.
Examples:
1) quake.rc, autoexec.cfg
2) QuakeC
Case in point, Malice messes with untold numbers of weird cvars like viewidlescale that most users have never heard of.
Imagine if you exited and everything saved, all those peculiar settings would be part of your config and short of reseting/deleting your config, you wouldn't know how to reset them.
I'll think about it.
But my instincts tell me that no matter what, someone with very specific tastes is always going to find something that needs to be an autoexec.cfg
#1214 posted by Joel B on 2017/01/24 00:57:39
Mods will only affect the config in the mod's directory tho.
#1215 posted by R00k on 2017/01/24 03:13:18
Mods should be properly set "gamedir" and yes everything saved, including .sav files .dem and .cfg to that folder.A footprint to a gamedir should mean anything I do here when i quit should save to gamedir.
#1216 posted by metlslime on 2017/01/24 03:31:07
that's true except, when you switch gamedirs during a session, the cvars and aliases and keybinds are retained, and when you eventually quit that session they will be written to the last gamedir you switched to.
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