EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#392 Posted 26 May 2009 - 03:40 AM
Fantinaikos, on May 26 2009, 04:34 AM, said:
The Radeon 1650 is a little better than GeForce 8600GT, I think.
2GB RAM is the recommended for Windows XP (32 or 64 bit)
4GB RAM is the recommended for Vista (32 or 64 bit)
If you have a P4 3.0 GHz or above, then you can run Polymer, but not with HRP. Polymer + HRP needs a really fast cpu and gpu. But in the future there might be major optimizations to polymer renderer and then we can all run it.
As I said in an earlier post, anyone to convert polymer to assembly? This is extremely hard to do and it needs a lot of work.
This post has been edited by supergoofy: 26 May 2009 - 03:43 AM
#393 Posted 26 May 2009 - 04:53 AM
supergoofy, on May 26 2009, 09:40 PM, said:
Uhhhhhhhhh no. The 8600GT pretty much thrashes it.
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4GB RAM is the recommended for Vista (32 or 64 bit)
4GB RAM on Vista x86 would be a gigantic waste of time, considering you wouldn't be able to use about a gig of it. Don't hold me on this, but I beleive video RAM may be more important.
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At the moment I beleive that point lights are rather CPU intensive due to being unoptimised. Considering they give my Phenom 9660 a hard time, I seriously doubt you would get playable framerates with a P4 with polymers current state. This of course may change with further optimisation, but I'm pretty sure that if you want to use Polymer's best features, you'll need a pretty beefy PC. In other words, not a P4 with a Radeon x1650.
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Not only would that be a pointless waste of time due to the little benefit in performance that would bring, it would also be incompatible with non-x86 platforms. The problem isn't with the programming language the code is written in, but with inefficient algorithms.
#394 Posted 26 May 2009 - 05:02 AM
#395 Posted 26 May 2009 - 07:55 AM
asdasd, on May 26 2009, 01:38 AM, said:
minimum requirements?
Can I run it with this? P4-2.66 1.2G.RAM ATI radeon 9200
Hahahahahah no.
#396 Posted 26 May 2009 - 08:42 AM
#397 Posted 26 May 2009 - 09:53 AM
about the RAM and the power of my graphic card, i play Gothic 3 (whit and whitout community patch) almost perfectly so i cannot understand why a game relatively whit minor detail, although polymer, can't run.
This post has been edited by Fantinaikos: 26 May 2009 - 09:54 AM
#398 Posted 26 May 2009 - 10:10 AM
Fantinaikos, on May 26 2009, 12:53 PM, said:
There's already a Polymer checkbox on the setup screen on startup.
#399 Posted 26 May 2009 - 11:29 AM
Yatta, on May 11 2009, 01:18 AM, said:
Here's a super high quality shot I just took:
http://img93.imagesh...433/polymer.jpg
was that done in real time, or was it rendered as an image slowly?
#400 Posted 26 May 2009 - 11:31 AM
d3drocks, on May 26 2009, 12:29 PM, said:
Real time.
Also, to put a little perspective to this, I should mention that I'm on a 2006 rig with an AMD 4200+ X2, 7800 GT 256 MB, and 2 GB ram. Mid-range machine by today's standards!
#401 Posted 26 May 2009 - 11:31 AM
Fantinaikos, on May 26 2009, 08:53 PM, said:
about the RAM and the power of my graphic card, i play Gothic 3 (whit and whitout community patch) almost perfectly so i cannot understand why a game relatively whit minor detail, although polymer, can't run.
Polymer uses graphical effects which require shader model 3.0 support from your card. Gothic uses shader model 2.0 so it will work on older cards.
Although i'm pretty sure most of the effects in polymer could be done with shader model 2.0 i'm sure plagman has reasons of his own to use 3.0.
About the HRP though, imo a lot of the textures would probably look fine with half the current resolution, i mean a lot of them aren't THAT complicated or detailed. Especially combined with detail textures i'm sure most textures in the game would look fine with like a max 256x256 res saving a lot of texture memory.
#402 Posted 26 May 2009 - 11:39 AM
#403 Posted 26 May 2009 - 11:40 AM
Jokke_r, on May 26 2009, 12:31 PM, said:
but we wants moar pixels, cuz moar is always betta, if duke had 10000 x 10000 graphix then it would look like crysis
#405 Posted 26 May 2009 - 12:02 PM
Yatta, on May 26 2009, 02:31 PM, said:
Also, to put a little perspective to this, I should mention that I'm on a 2006 rig with an AMD 4200+ X2, 7800 GT 256 MB, and 2 GB ram. Mid-range machine by today's standards!
And yet, as great as that looks, it looks even better with normal/spec mapping! My jaw dropped when I saw how the rock face textures looked with the (yet unfinished) Polymer HRP pack that was linked to earlier. It's one thing to have awesome lighting and shading and then another thing to have bump maps. And then ANOTHER thing to have parallax mapping!
#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