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EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#6331 Posted 17 August 2021 - 04:39 AM
#6332 Posted 17 August 2021 - 10:41 AM
This post has been edited by LeoD: 17 August 2021 - 11:02 AM
#6334 Posted 18 August 2021 - 11:06 PM
FRVIND, on 17 August 2021 - 02:08 AM, said:
![:D](https://forums.duke4.net/public/style_emoticons/default/biggrin.gif)
Heartfelt thanks
Is there a link to the source of this announcement?
#6335 Posted 18 August 2021 - 11:24 PM
Regarding the fps I have tried in E1L1 in two very precise points and with precise angles, then also in some of my personal maps. There is no doubt especially if there are skies on the map. However, the fps problem was already partially overcome with the new RTX cards
#6336 Posted 18 August 2021 - 11:41 PM
This post has been edited by Mark: 18 August 2021 - 11:42 PM
#6337 Posted 18 August 2021 - 11:49 PM
#6338 Posted 19 August 2021 - 12:52 AM
#6339 Posted 19 August 2021 - 12:59 AM
But these advantages are not always visible, it depends on the type of map. I think open spaces are typical ...
#6340 Posted 19 August 2021 - 04:46 AM
#6341 Posted 19 August 2021 - 06:12 AM
![;)](https://forums.duke4.net/public/style_emoticons/default/wink.gif)
#6342 Posted 19 August 2021 - 06:41 AM
This post has been edited by MusicallyInspired: 19 August 2021 - 06:42 AM
#6343 Posted 19 August 2021 - 07:25 AM
MusicallyInspired, on 19 August 2021 - 06:41 AM, said:
Texture filtering? My r_texfilter is set to 2, my r_pr_shadowfiltering is set to 1. As default and this is good.
#6344 Posted 19 August 2021 - 07:32 AM
#6345 Posted 19 August 2021 - 07:40 AM
MusicallyInspired, on 19 August 2021 - 07:32 AM, said:
I know it's not selectable now from video settings, but from console commands...
#6347 Posted 19 August 2021 - 10:40 AM
This post has been edited by Mark: 19 August 2021 - 10:51 AM
#6348 Posted 19 August 2021 - 10:27 PM
#6349 Posted 22 August 2021 - 12:55 AM
FRVIND, on 19 August 2021 - 12:52 AM, said:
I forgot to indicate one important thing:
-surface lights 8
-shadows per surface 6.
If I lower these values ​​respectively to 4/3 then there is a boost in performance. I attached a my complete map to evaluate its potential (I reach 18-22 fps in the worst case). Is a map created specifically to study the collision of lights but also multiple TROR layers (by the way if someone thinks of playing the map with polymost it's a disaster, polymost could never achieve the same quality and functionality)
[the map has an unimportant bug: it may happen that sometimes a monster manages to escape from its prison, but the confusion is so great ...
![:rolleyes:](https://forums.duke4.net/public/style_emoticons/default/rolleyes.gif)
Attached File(s)
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Ciccior.zip (45.35K)
Number of downloads: 205
#6350 Posted 22 August 2021 - 03:48 AM
Were you using the HRP and models also?
This post has been edited by Mark: 22 August 2021 - 03:52 AM
#6351 Posted 22 August 2021 - 03:58 AM
![:D](https://forums.duke4.net/public/style_emoticons/default/biggrin.gif)
#6352 Posted 22 August 2021 - 05:50 AM
This post has been edited by MusicallyInspired: 22 August 2021 - 07:46 AM
#6353 Posted 22 August 2021 - 06:38 AM
#6354 Posted 22 August 2021 - 07:24 AM
In Polymost without any HRP or models I get 2400 fps.
In Software I get 300-500 fps.
This post has been edited by MusicallyInspired: 22 August 2021 - 07:26 AM
#6355 Posted 22 August 2021 - 07:46 AM
![:D](https://forums.duke4.net/public/style_emoticons/default/biggrin.gif)
#6356 Posted 22 August 2021 - 08:09 AM
#6358 Posted 22 August 2021 - 09:08 AM
Polymost: 40-220 with HRP, this one wasn't very consistent but it was usually above 90.
Software: 180-240
#6360 Posted 23 August 2021 - 05:27 AM
Sorry