Vis On Big Maps
Is a struggle.
In the old days mappers used water volumes to control vis as they were vis blockers. I asked ericw to add a vis brush to perform this task instead when compiling. Don't think it was ever implementedy
#2658 posted by Baker on 2017/01/21 13:13:52
Vis doesn't do its job all that well, not even on many of the original Quake maps.
But Sometimes it does.
But the real problem is even more insidious.
Vis is used to determine what entities Quake thinks you can see!
If it is drawing damn near the whole map, it's also drawing all those spritey particles and perhaps most of the monsters in the map.
@mh ----
#2659 posted by Baker on 2017/01/21 13:20:34
In Mark V, if I type sv_cullentities 2 in the console.
I get a significant frames per second boost. 15-20% on ad_mountain.
sv_cullentities 2 is a very strict "is the entity visible" check on the server side against all entities. It is otherwise known as "anti-wallhack".
It's also a somewhat cpu expensive, but I guess it is saving several hundred entities from being drawn at all so it is paying off here.
That Ad_mountain Pic
#2660 posted by Kinn on 2017/01/21 13:25:06
Could that be detail brush shenanigans? I remember a discussion once where it was concluded that detail brushes can sometimes mess up the PVS if they totally cover a world face.
Baker
Try it in id1 Zendar and then ad_zendar?
I recall sock doing some hint brush fuckery, maybe that's the culprit.
#2662 posted by mh on 2017/01/21 14:33:54
I wouldn't read too much into ARWOP behaviour, ARWOP is very much a special case.
The AD screenshots definitely indicate that something different is going on too. I'm going to do a bunch of testing on that and see can I figure what it is.
Re: VIS I'm amazed that no Q1 VIS tool has implemented area portals. Being able to lob off huge chunks of geometry just by closing a door is a win. I'd love to see Q1 VIS moving to legacy; engines can still load & use it for compat but let's standardize on Q2 VIS for the future.
Hypothetical Question
#2663 posted by Kinn on 2017/01/21 15:26:29
is there a different culling method that could potentially be written into a quake engine that would be better suited to big open maps?
Vising Is Often On The Mapper
designing as intelligently as possible. Don't make giant box maps (something I need to work on myself).
However it would be nice to have some extra toys to work with.
#2665 posted by mh on 2017/01/21 17:02:28
Big open maps and culling are not the problem. The current culling is perfectly capable of handling them, a minor optimization to R_RecursiveWorldNode makes it a little better (software Quake has the optimization, GL doesn't).
The problem is in the renderer and server processing. QuakeSpasm now has the necessary renderer work to be able to handle big scenes. It could go faster by bumping the hardware requirements to GL 3.x and implementing array textures for lightmaps, as well as putting in some instancing for MDLs, but that might be too intrusive a change to the codebase.
Server processing is a problem and QC is just too slow for large entity counts. That's the next tree that has to fall.
Vis
#2666 posted by ericw on 2017/01/21 17:44:55
I agree with mh, it still works impressively well on big, open maps, and it matters a lot on AD maps. ad_tfuma was fastvised it right up until release, because Fifth and I both assumed vis would take forever and not be able to optimize much, since it's more or less a giant box with some underground areas. Just before release, one of the testers complained of low fps, so I tried full-vising it - took only 20 minutes (8 threads), and the wpolys visible from the start position were cut in half (30k to 14k iirc).
QS's brush model renderer was the first renderer thing I changed (this was ~2014 for RRP, ijed's map had some complex bmodels), they're not merged with the world, but each is drawn using the world renderer.
QS uses the Fitz sky renderer unmodified. (same for liquids).
GPU lightmaps: blending the 4 lightmaps per face sounds like a straightforward good idea. I'm wondering if it will be difficult to do the moving dynamic lights from rockets/etc. IMHO they need to be kept at the low-res of the lightmaps - when I was experimenting with high res lightmaps and LIT2, I remember noticing that rocket trails really stuck out like a sore thumb when they were over a high-res lightmap. @mh did you do any experiments with this part of GPU lightmaps?
GPU Lightmaps
#2667 posted by mh on 2017/01/21 17:59:19
I draw dynamics as additive blended extra passes over the scene. Full per-pixel quality. TBH it doesn't bother me but maybe this is one of those things that annoys different people in different ways.
I guess you could use a low res attenuation map texture but I just do the maths.
Optimizations: Eric Lengyels scissor test optimization is mostly designed for shadows but helps here too. Frustum culling the dlight. Only light surfaces that were drawn in the main pass.
I also add dynamics to BSP brush models using this scheme.
Light styles: I actually use 3 textures, one for each of R, G and B and encode the styles into the color channels. Animation is a 4-component DotProduct per channel and combine them to the final color.
@mh - Just So You Have All The Information.
#2668 posted by Baker on 2017/01/21 21:26:33
Another side effect, not related to rendering, of the vis problems combined with spritey particles is huge demo sizes.
As you know, the vis information is used to determine what entities the server side thinks is visible to you.
If you record a demo in most of the Arcane Dimensions maps, the demo is going to be massive after 30 minutes of play (600 MB).
I ended up disabling the autodemo feature by default in Mark V because recording a demo in Arcane Dimensions became a performance issue ...
... Which users perceive as "this engine is choppy", hehe.
So anyway, the full deck of cards.
/The very nice thing about Arcane Dimensions is that it is open source. Sock is #1 in my book because he's always been open source.
Which also means it is possible for new optimizations to theoretically be written eventually to shift some burdens from the QuakeC to the engine (particles).
Arcane Dimensions merely exposes things that the map compile tools and the engine particle systems could handle better.
Ad+demos
#2669 posted by Spike on 2017/01/22 00:00:27
particles - qss uses fte's particle system to support the effectinfo stuff that sock used in ad, as a result qss should have much more sane demo sizes with ad 1.5.
choppy - use a thread to perform the disk writes, then you don't get stalls from flushing happening on the main thread.
making that change reportedly solved multi-second stalls with fte on linux.
size - gzip it as you go (you don't rewind, right?...).
#2669
#2670 posted by topher on 2017/01/22 00:16:09
damn
the demo that i recorded for ad_magna is 2gbytes
i checked with r_showtris 1 and no particles-entities, the demos should be smaller
#2671 posted by Baker on 2017/01/22 01:59:58
making that change reportedly solved multi-second stalls with fte on linux.
Interesting.
R_drawworld 0
#2672 posted by Baker on 2017/01/22 02:12:58
All the FitzQuake derivatives support r_drawworld 0; fog 0 // fog 0 helps visualize distance entities.
The following screenshot demonstrates how map vis isn't helping much ...
Particles ... but as you can see there are tons of candles and monsters in the vast distance. It's a lot of unnecessary drawing.
http://quakeone.com/markv/media/r_drawworld_0.png
All those monsters that have no chance of being seen ...
1) Get sent to the client by server.
2) So they get recorded in a demo
3) So the engine tries to render them on the screen
Rendering hundreds of entities that cannot be seen is a performance hit.
Hmm
#2673 posted by R00k on 2017/01/22 04:55:35
"Which also means it is possible for new optimizations to theoretically be written eventually to shift some burdens from the QuakeC to the engine (particles).
Arcane Dimensions merely exposes things that the map compile tools and the engine particle systems could handle better. "
I was tinkering around with an idea, (well mostly because I found what I did wrong with bsp2), working on some AD stuff, and particles. I started with making little flames on the tops of candles, instead of the bouncy little polygons. But I could expand this to replaces the sprite emitters from AD and use QMB particles on the engine side. I'll post some results/screenshots when I get things rollin'.
Weird Bug
Hey, I'm getting a weird wateralpha bug
see: http://imgur.com/a/rqoGv
the lava (or any fluid) appears milky except for when the player is clipped into a wall?
the alpha is set to 0.3
the version is version 0.92.1 (SDL 2 build)
I'm running ubuntu 16.04 LTS using opensource radeon drivers.
Is this a configuration thing or a software bug? Cheers.
#2675 posted by Spike on 2017/01/29 18:03:21
the map isn't water-vised...
(combined with gl_clear)
I thought that the vanilla maps worked fine with wateralpha
#2677 posted by Spike on 2017/01/29 18:21:52
only if you revis them yourself, or use get vis patches.
otherwise they'll just be transparent and reveal the void below.
if you were using a value of 0.6, you might not have noticed.
R_novis 1
Will work but I believe it affects performance
#2679 posted by mh on 2017/01/30 00:46:52
I thought that the vanilla maps worked fine with wateralpha
No, they don't. This is actually called out in the original GLQuake readme: https://github.com/id-Software/Quake/blob/master/WinQuake/docs/readme.glquake#L152
Unfortunately, the standard quake maps don't contain any visibility information for seeing past water surfaces, so you can't just play quake with this turned on.
Note that r_novis will just let you see surfaces through water; it will not let you see entities (monsters, doors, pickups, etc) through it.
#2680 posted by Baker on 2017/01/30 03:35:21
Mark V and DarkPlaces (rather sure) and some other engines support external .vis files.
https://quakewiki.org/wiki/External_Lit_And_Vis_Files
You put the .vis files in id1/maps and then all your Quake maps are vised.
It's pretty much the same thing as external .lit files.
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