EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#1647 Posted 15 July 2010 - 12:18 PM
I never noticed before untill now ....
looks good.
This post has been edited by ozz: 15 July 2010 - 12:18 PM
#1649 Posted 16 July 2010 - 02:09 AM
TX, on Jul 16 2010, 06:28 AM, said:
Hmm strange I only just noticed.
......
Any chance of the "red siren lights" being hardcoded?
maybe a twirling light source if thats even possible...
#1650 Posted 16 July 2010 - 08:06 AM
#1651 Posted 16 July 2010 - 08:51 AM
TX, on Jul 16 2010, 09:06 AM, said:
I agree, and I think that hardcoded lights should be kept to a minimum. In addition to the performance issue, there's the fact that mappers didn't consider many sprites to be light sources. Take switches, for example. Sometimes switches that are supposed to be hidden give themselves away in Polymer because of the light they give off. And there is another issue. In a TC, there may be a completely different tile of that number which the light doesn't fit, and it just adds one more annoying hardcoded thing for the scripter to deal with.
#1652 Posted 16 July 2010 - 09:16 AM
TX, on Jul 17 2010, 02:06 AM, said:
Hmmm I can understand that... maybe when eduke is more stable.
#1653 Posted 16 July 2010 - 09:53 AM
DeeperThought, on Jul 16 2010, 11:51 AM, said:
I've had to deal with that in Caribbean. Fortunately TX did add ways to disable the lights from CON.
Now I have to check that I disabled SHOTSPARK1's lighting... phew.
#1654 Posted 16 July 2010 - 10:15 AM
#1655 Posted 16 July 2010 - 11:41 PM
#1657 Posted 25 July 2010 - 09:44 AM
Dk2, on Jul 26 2010, 05:27 AM, said:
You are going to have to explain that in more detail.
#1658 Posted 25 July 2010 - 08:38 PM
I think you'd just need a bit of CON code to make that object cast a polymer light, basically. I'm sure someone else can properly expand on the idea.
#1659 Posted 26 July 2010 - 08:54 PM
#1660 Posted 26 July 2010 - 09:10 PM
#1661 Posted 27 July 2010 - 05:51 AM
SwissCm, on Jul 27 2010, 07:10 AM, said:
well i cannot confirm this.....i know its difficult to compare, but thats how i compare 1674 & 1676
i loaded E1L1 with latest SVN polymer HRP @ 1680*1050 (AF = none) and waited till the space ship exploded and doesnt move on the roof
1674: 28fps
1676: 12fps
my system: C2D-8400 / 4 GB / HD4350 (Catalyst 10.4) on XP32
#1662 Posted 27 July 2010 - 08:19 AM
0815Jack, on Jul 27 2010, 06:51 AM, said:
i loaded E1L1 with latest SVN polymer HRP @ 1680*1050 (AF = none) and waited till the space ship exploded and doesnt move on the roof
1674: 28fps
1676: 12fps
my system: C2D-8400 / 4 GB / HD4350 (Catalyst 10.4) on XP32
That's a dramatic reduction in frame rate. I would give it another try or two comparing 1674 and 1676. Maybe your computer was doing something intensive in the background during the 1676 test?
#1663 Posted 27 July 2010 - 08:21 AM
Then the game crashed when it attempted to load the second level. Before the texture caching. Whereas before the game would just close (no error message) after the textures were cached on random levels.
Still there was definitely an improvement in certain areas. Optimization seems to be coming along nicely.
My specs:
WinXP SP3
P4 2.8 Ghz
3GB DDR RAM
ATI X1650 AGP
I tried posting my eduke32.log but it wouldn't show. There were a lot of texture "GL_FALSE!" errors, though.
EDIT: I just deleted my texture cache files and tried starting up the game again and it crashes on startup now. Can't even start the game.
EDIT 2: Ok, now it works again. Bizarre.
EDIT 3: Apparently some of my framerate issues are gone this time around. I forgot that I was downloading a pretty hefty file during my first run. Now it seems much more manageable. I still have quite a bit of framerate issues where more than a couple lights are involved. I also no longer get lighting from objects such as switches and atomic health.
Also, here's some screenshots of the bizarre shadow effect spotlights have for me:
http://brandonblume....es/duke0000.jpg
http://brandonblume....es/duke0001.jpg
http://brandonblume....es/duke0002.jpg
This post has been edited by MusicallyInspired: 27 July 2010 - 09:04 AM
#1664 Posted 27 July 2010 - 09:36 AM
MusicallyInspired, on Jul 27 2010, 09:21 AM, said:
No offense, but that undermines your whole report, and I was wondering the same thing about 0815Jack's report.
#1665 Posted 27 July 2010 - 10:46 AM
#1666 Posted 27 July 2010 - 10:53 AM
MusicallyInspired, on Jul 27 2010, 11:46 AM, said:
Well, nevermind then.
#1667 Posted 27 July 2010 - 11:18 AM
is the shadow issue illustrated in your screenshots something recent, or has this always happened? I think your GPU falls into the "polygon offset" workaround where I had to disable a functionality that makes shadow look more correct because of a driver bug that caused a software fallback (causing huge performance hits and sprites showing above everything else, not sure if you remember). I think that's the cause of the shadow problems you're seeing, just wanted to confirm that it was always like that and wasn't anything new with the new version.
#1668 Posted 27 July 2010 - 12:53 PM
Plagman, on Jul 27 2010, 02:18 PM, said:
is the shadow issue illustrated in your screenshots something recent, or has this always happened? I think your GPU falls into the "polygon offset" workaround where I had to disable a functionality that makes shadow look more correct because of a driver bug that caused a software fallback (causing huge performance hits and sprites showing above everything else, not sure if you remember). I think that's the cause of the shadow problems you're seeing, just wanted to confirm that it was always like that and wasn't anything new with the new version.
Yeah, it's been like that for quite a while. As far as I can remember anyway. And I'm the person who had that exact problem you're describing back then. So it's probably my card. Just making sure.
#1669 Posted 27 July 2010 - 03:55 PM
This post has been edited by Marked: 27 July 2010 - 04:34 PM
#1670 Posted 27 July 2010 - 04:27 PM
There's definitely a marked improvement. It no longer randomly crashes when switching between 2d/3d with the Polymer renderer active (I normally turn it on and off as needed but it would be nice to not have to), and the overall framerate in some particularly bogged down areas has improved in the order of maybe 20 or 30%... One spot in particular was running at around 15fps with polymer active in Mapster, but now sits at a good 30fps or so the whole time with nowhere near as much random pausing or stuttering.
This is a pretty tame PC by today's standards though - it's just a single core A64 3200+ with an HD3870 and 1gb of ram.
#1671 Posted 27 July 2010 - 06:41 PM
There is about a 10 FPS increase in many parts of the regular duke levels in Eduke32 with this new version. And no other bugs found yet
I am having problems with Mapster in this new version. In the Polymer mode sprites are showing up green all over the place.
Second problem is Mapster quits and returns back to my desktop every time I try to load any second map if polymer mode is enabled.
I'll post later with more details and my system info and log file in the other area of the forum for bugs and problems.
This post has been edited by Marked: 27 July 2010 - 06:45 PM
#1672 Posted 27 July 2010 - 06:43 PM
#1673 Posted 27 July 2010 - 07:17 PM
There was no 1675 listed to try out.
#1674 Posted 28 July 2010 - 05:23 AM
traped inside the air duct. I turn on god mode for jet pack, flew to the top and it was sealed closed too. Restarted
the level and then it was fine.

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