EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#406 Posted 26 May 2009 - 12:03 PM
#407 Posted 26 May 2009 - 12:06 PM
moggimus, on May 26 2009, 12:58 PM, said:
Just go here:
#408 Posted 26 May 2009 - 12:09 PM
TX, on May 26 2009, 04:55 PM, said:
What about mine then?
Processor: AMD Athlon 64 FX-60 Dual Core Processor , MMX, 3DNow (2 CPUs), ~2.8GHz
Memory: 2048MB RAM
Page File: 392MB used, 3037MB available
Card: ATI Radeon HD 4800 Series (4850 - 512MB)
This post has been edited by Chip: 26 May 2009 - 12:11 PM
#409 Posted 26 May 2009 - 12:10 PM
Yatta, on May 26 2009, 03:06 PM, said:
That scales down ALL the textures, though. Including the menu fonts, rendering them unreadable. At least it does for me.
This post has been edited by MusicallyInspired: 26 May 2009 - 12:11 PM
#410 Posted 26 May 2009 - 12:12 PM
Spiker, on May 26 2009, 01:03 PM, said:
An HRP that has some textures scaled down, with polymer (including all the various mapping on the textures not available for the 8-bit art) will look like a modern game and nothing like classic mode.
#411 Posted 26 May 2009 - 12:20 PM
#412 Posted 26 May 2009 - 12:47 PM
MusicallyInspired, on May 26 2009, 12:20 PM, said:
GIMP and the normal map plug in are free. All the tools to rip the textures out of the GRP file are free.
Get to it!
This post has been edited by Tea Monster: 26 May 2009 - 12:47 PM
#413 Posted 26 May 2009 - 12:53 PM
#414 Posted 26 May 2009 - 03:35 PM
This post has been edited by Marked: 26 May 2009 - 03:38 PM
#415 Posted 26 May 2009 - 04:42 PM
Marked, on May 27 2009, 01:35 AM, said:
Well, I just made a stress test to see the performance for eduke32 polymer renderer.
So I found out that it doesn't affect framerate when I force 4xMSAA (with nHancer) or no anti-aliasing much at all. Changing resolution does nearly nothing.
Some examples for same place in my map:
1920 x 1200: 17 fps
640 x 480: 18 fps
1920 x 1200 + 4xMSAA: 12 fps
640 x 480 + 4xMSAA: 13 fps
And you won't believe it, but changing quality doesn't really nothing, that's no joke!
I can enable/disable HRP, set texture filter trillinar or nearest and I can change all options in nHancer, framerate is always the same!
That's why I think nobody should buy a new graphics card until we get the optimized version.
#416 Posted 26 May 2009 - 05:31 PM
My graphics card isn't brilliant, but it runs HL2 Ep1 fine and Q4 without any issue.
I too found that running the HRP and/or old sprites has no real impact on game performance. I didn't do a FPS test, but the game will hang for about 30sec to a full minute if you change weapons or try to fire a weapon.
#417 Posted 26 May 2009 - 07:10 PM
MusicallyInspired, on May 26 2009, 01:20 PM, said:
i do too. i've been trying to follow up on saj and parkar's testing on the 3DR forums. if alot of people are interested maybe we could gather a team of artists to work on a 8bit version of duke enhanced with polymer's features.
#418 Posted 26 May 2009 - 07:30 PM
Mia Max, on May 27 2009, 03:42 AM, said:
So I found out that it doesn't affect framerate when I force 4xMSAA (with nHancer) or no anti-aliasing much at all. Changing resolution does nearly nothing.
Some examples for same place in my map:
1920 x 1200: 17 fps
640 x 480: 18 fps
1920 x 1200 + 4xMSAA: 12 fps
640 x 480 + 4xMSAA: 13 fps
And you won't believe it, but changing quality doesn't really nothing, that's no joke!
I can enable/disable HRP, set texture filter trillinar or nearest and I can change all options in nHancer, framerate is always the same!
That's why I think nobody should buy a new graphics card until we get the optimized version.
Well it is evident then that the CPU is the chokepoint on your end, not your graphics card. Guess it might have to do with the way the lighthacks work currently since it eats cpu resources to have to read the lighthacks file for every frame if i understood correctly. Which i think plagman mentioned earlier he was going to optimize.
#419 Posted 26 May 2009 - 07:50 PM
Jokke_r, on May 26 2009, 08:30 PM, said:
I think you're half right. Lighting is cpu intensive, but surely that has nothing to do with reading a simple file. There's a lot of calculation involved in making the lights work, especially the spotlights.
EDIT: AFAIK, Mia Max isn't even using a light hacks file, he is placing the lights as SEs.
This post has been edited by DeeperThought: 26 May 2009 - 07:50 PM
#420 Posted 26 May 2009 - 10:03 PM
#421 Posted 27 May 2009 - 01:52 AM
#424 Posted 27 May 2009 - 04:55 AM
Once you've done that, you need to fire up your media player or get your MP3 player going. I suggest something epic in scale and execution. Something that will be able to help you see what you are creating leap off the screen and into the game. That really helps with the motivation.
#426 Posted 27 May 2009 - 06:27 AM
Itried it with that Polymer HRP that was linked a while ago, and not once did i drop below 60Fps except right at the start of levels. And my machine is ancient, you probably know the specs by now;
Pentium D 920 2.80Ghz
4Gb DDR-2-667Mhz
nVidia GeForce 9600
I suspect my graphics card is helping it an awful lot as well as all the many customizations i have done to things, but with everyone saying how slow it runs on their rig i am absolubtely amazed that my computer can do it this well - what with it being classed as Old. I was even more shocked to find that my machine has a tendency to load things a lot faster than my friends Quad Core Phenom / ATi 3870 machine.
Hmm, might try to rum Polymer on my P2 just to see what happens.
#427 Posted 27 May 2009 - 12:44 PM
http://hrp.duke4.net...ext_hrp_release
Make your tiles 4x the size of the original.
And then: go ahead, dude!
#428 Posted 27 May 2009 - 12:56 PM
I have many fps in maps without placed lights too. Sometime even more than 300 fps.
#429 Posted 27 May 2009 - 01:01 PM
High Treason, on May 27 2009, 07:27 AM, said:
Pentium D 920 2.80Ghz
4Gb DDR-2-667Mhz
nVidia GeForce 9600
(cries)
Methinks your graphics card is probably doing just about ALL the work. My CPU is pretty good (its not a quad core, but its no slouch either) and my FPS just plain sucks.
@ Lead - Check out the Tuts and Resources thread if you get stuck on anything in the game. Or dissasemble the DEF files to get how to get stuff into game (or post here
This post has been edited by Tea Monster: 27 May 2009 - 01:04 PM
#430 Posted 27 May 2009 - 02:18 PM
Mia Max, on May 27 2009, 09:56 PM, said:
I have many fps in maps without placed lights too. Sometime even more than 300 fps.
I did, i added a load as well (which was fun and easier than i thought it might be - i figured it would behave like a "Kludge" but it didn't) which is why i am surprised.
Try closing loads of junk before you start it up, it makes a real difference, i have most of my games set up with a launcher i stuck together that kills explorer.exe and a bunch of other things before starting the game - it really does make a difference, gives me like 100Mb more RAM and an extra few fps after i have a set of processes killed, the launcher then restarts them once the game exits - i use the same trick to make crysis playable, it bought me about 10 more frames per second.
#431 Posted 27 May 2009 - 02:34 PM
High Treason, on May 27 2009, 03:18 PM, said:
Before you get cocky, open up your eduke32_binds.cfg, go down to where the cvars are listed, and make sure you have this line:
r_shadows "1"
If it says 0 instead of 1, then you aren't getting real spot lighting.
EDIT: Also, I doubt that your test is comparable to Mia Max's map. He has a large HRP only map with complex geometry, and a heavy rain effect from Duke Plus.
This post has been edited by DeeperThought: 27 May 2009 - 02:38 PM
#432 Posted 27 May 2009 - 02:39 PM
Also, you've gotta tell me how to make a similar launcher!
#433 Posted 27 May 2009 - 02:43 PM
High Treason, on May 28 2009, 12:18 AM, said:
Try closing loads of junk before you start it up, it makes a real difference, i have most of my games set up with a launcher i stuck together that kills explorer.exe and a bunch of other things before starting the game - it really does make a difference, gives me like 100Mb more RAM and an extra few fps after i have a set of processes killed, the launcher then restarts them once the game exits - i use the same trick to make crysis playable, it bought me about 10 more frames per second.
And framerate never drops under 60 fps? I can't believe this.
I don't think I've problems with my computer, performance is good and I play most games in highest quality at 1920 x 1200 (stalker: clear sky sucks)
#434 Posted 27 May 2009 - 02:49 PM
MusicallyInspired, on May 27 2009, 03:39 PM, said:
r_pr_shadows and r_shadows are the same thing. r_pr_shadows is what you would type in the console, and r_shadows is what appears in the binds file. I mentioned it because, if you were to turn off shadows in the console with r_pr_shadows 0, that setting would be saved and you might not realize it (in fact, that happened to me a while ago).
#435 Posted 27 May 2009 - 02:55 PM
I hjad a check, r_pr_shadows "1" is what it says. It does however fail to draw models a lot of the time for some reason - but i figure that's just down to it not being finished yet and so i am not about to whine about that.
@MusicallyInspired
Well, i usually write it in BASIC or C so i can have a .EXE at the end - there was a reason but i don't remember why it was anymore, you could just make a batch file like this (although i haven't really tested it in windows vista or 7 yet)
@echo off title Launcher for: EDuke32 (or whatever it's got to launch) color 1f cls Echo.Killing some processes, wait... taskkill /f /im:explorer.exe REM you can copy and paste the above line and replace explorer.exe with something else. echo.Starting... start /wait "eduke32.exe" echo.Reloading processes... start explorer.exe rem Also start any processes you terminated before. exit
I was thinking of writing one where it could start anything it was told to (from a single .exe file), haven't got round to it yet. Also some Antivirus software might think that the .bat is malicious (e.g. thinks it is W32:Bat.Dropper) but it is not.

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