Duke4.net Forums: I REALLY miss filtering - Duke4.net Forums

Jump to content

Page 1 of 1
  • You cannot start a new topic
  • You cannot reply to this topic

I REALLY miss filtering

User is offline   Mark 

#1

I decided to try the latest Eduke32 revision in an older WIP (Polymer and hires content based) project since I recently read that anisotropic filtering has also been disabled just like texture filtering was disabled a while back. I stated once before how horrible some of the projects I am involved in looked but didn't post a pic. Here is one. Now imagine how bad the issues look when they are shimmering and shifting during player look and movement. The lines in bricks and blocks jagged and flickering in and out. Same with the grids in floors and ceiling tiles. The horrible moire patterns swirling in the ceiling. Other things not shown in this pic like grass and trees sparkle like crazy. When you see it live and over the whole screen at once it makes the project unplayable in my eyes.

So once again an old version of Eduke32 will likely have to be included when released. <_<

Attached thumbnail(s)

  • Attached Image: no filters.jpg

1

User is offline   jkas789 

#2

Counter point! higher levels of AF affect performance in a tangible way. Case in point IF (at the very least in my machine) can gain from 10-15 fps by setting AF to 0-2.
0

User is offline   Mblackwell 

  • Evil Overlord

#3

View PostMark, on 17 January 2021 - 06:57 AM, said:

I decided to try the latest Eduke32 revision in an older WIP (Polymer and hires content based) project since I recently read that anisotropic filtering has also been disabled just like texture filtering was disabled a while back. I stated once before how horrible some of the projects I am involved in looked but didn't post a pic. Here is one. Now imagine how bad the issues look when they are shimmering and shifting during player look and movement. The lines in bricks and blocks jagged and flickering in and out. Same with the grids in floors and ceiling tiles. The horrible moire patterns swirling in the ceiling. Other things not shown in this pic like grass and trees sparkle like crazy. When you see it live and over the whole screen at once it makes the project unplayable in my eyes.

So once again an old version of Eduke32 will likely have to be included when released. <_<



Boo it's so swimmy! Our poor game!
1

User is offline   Gambini 

#4

I do support the culture of providing a working snapshot with mods when released. It´s the best way to preserve content.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #5

I pushed a change that re-enables the texture filtering cvar. You should ship an autoexec.cfg with your mod that sets:

r_useindexedcolortextures 0
r_texfilter 5
r_anisotropy 4
4

User is offline   Mark 

#6

I tried it on Project Blue Skies. It looks great again. I'm all tingly inside. Thanks.
However, I'll have to discuss with Mblackwell the other bugs that have popped up with the new revision. Some maps crash eduke32 and mapster to desktop and some popup dialog menus in the game are not working correctly. It also suffers from the player looking down at map start bug. Danukem offered a fix for the look down that worked in another project. I'll add it in.

I'll test with other WIP projects to see how they work.

This post has been edited by Mark: 21 January 2021 - 06:33 AM

0

User is offline   Mblackwell 

  • Evil Overlord

#7

I believe to be compatible with our mods it would need to spit out .player.angvel appropriately (from memory with testing), otherwise the way it works would have to be recoded (like I had to do for one of our projects).
0

User is offline   Striker 

  • Auramancer

#8

View PostHendricks266, on 20 January 2021 - 09:29 PM, said:

I pushed a change that re-enables the texture filtering cvar. You should ship an autoexec.cfg with your mod that sets:

r_useindexedcolortextures 0
r_texfilter 5
r_anisotropy 4

Couldn't the mod include "globalflags 1" in the DEF, which enables GLOBAL_NO_GL_TILESHADES?
0

User is offline   Hendricks266 

  • Weaponized Autism

  #9

View PostStriker, on 22 January 2021 - 10:23 AM, said:

Couldn't the mod include "globalflags 1" in the DEF, which enables GLOBAL_NO_GL_TILESHADES?

That flag means the mod has 8-bit art that needs to be run through a conventional hardware accelerated shading path. It has nothing to do with filtering and won't enable it.
0

User is offline   Striker 

  • Auramancer

#10

Ah, I see.
0

User is online   NightFright 

  • The Truth is in here

#11

Is it normal that skybox rendering is disabled in Polymost when setting r_useindexedcolortextures to 0?
0

User is offline   Phredreeke 

#12

By skybox rendering, I assume you mean the default parallax skies?
0

User is online   NightFright 

  • The Truth is in here

#13

Yeah, sky turns black in Hollywood Holocaust if I turn this off. Not using Fox' skyboxes or any other replacement, just Polymost. Using EDuke32 r9305 x64.

This post has been edited by NightFright: 26 January 2021 - 05:57 AM

0

Share this topic:


Page 1 of 1
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options