Daily reminder that I suck ass!
#31 Posted 18 November 2015 - 09:27 AM
I can't stand stuttering games, and it seems all of my games want to do it. Been a while since I updated my drivers so that might be one problem too.
#32 Posted 18 November 2015 - 09:31 AM
Nevander, on 18 November 2015 - 09:27 AM, said:
I can't stand stuttering games, and it seems all of my games want to do it. Been a while since I updated my drivers so that might be one problem too.
You need to update your drivers.
So a potential fix for the vsync issues is to enable adaptive vsync which can be done by setting the vsync cvar to -1 or -2 depending on whether you want the game to run at 60hz or 30hz. When I get home, I'll talk to Richard and Evan about getting a option in the main menu to toggle adaptive vsync.
This post has been edited by icecoldduke: 18 November 2015 - 09:46 AM
#33 Posted 18 November 2015 - 11:12 AM
Nevander, on 18 November 2015 - 09:27 AM, said:
I can't stand stuttering games, and it seems all of my games want to do it. Been a while since I updated my drivers so that might be one problem too.
So with one setting tweak we've gone from "polymer is a piece of shit blah blah blah" to "it's much better now and actually all my other games stutter too and I haven't updated my drivers either"
I have to admit, some good did come of this thread, but, was it really necessary to start it that way?
#34 Posted 18 November 2015 - 11:25 AM
This post has been edited by Fox: 18 November 2015 - 11:25 AM
#35 Posted 18 November 2015 - 11:26 AM
Trooper Dan, on 18 November 2015 - 11:12 AM, said:
I have to admit, some good did come of this thread, but, was it really necessary to start it that way?
PC users never update there drivers. People like to bash things they don't have any technical knowledge about. This isn't the first time its happened, and it won't be the last. It could be honestly, standard vsync bothers him. He can't figure out the difference between it being a engine problem and a driver/GPU problem. Unless you know what's going on, it's hard to figure it out. Not excusing his unfounded rage, but this shit will happen time, and time again .
What's ironic is that the ability to toggle adaptive v-sync has been in there the whole time. It was missed, because adaptive vsync is a under documented feature. We can test for "EXT_swap_control_tear" and probably force adaptive vsync. I don't know how Richard and Evan will want to handle it. I would argue if it's available, eduke32 should use it by default; to avoid people complaining over vsync issues. That mixed with moving the input code over to a job, should put this issue to rest.
This post has been edited by icecoldduke: 18 November 2015 - 11:45 AM
#36 Posted 18 November 2015 - 11:30 AM
In our defense of not always running the latest drivers, in this day of push stuff out the door and fix later we have gotten used to waiting a while for the "stability reports" or performance reviews to be posted on the web. The latest is not always the greatest.
This post has been edited by Mark.: 18 November 2015 - 11:36 AM
#37 Posted 18 November 2015 - 11:37 AM
Person of Color, on 16 November 2015 - 05:45 PM, said:
That's because AFAIK GZDoom doesn't do even half of what Polymer does. The ports with real graphics development behind them (Doomsday and derivatives) are long stalled due to lack of interest since the Doom community is conservative and doesn't care about bling bling beyond glowing fireballs and missile smoke trails.
#38 Posted 18 November 2015 - 11:41 AM
This post has been edited by Mark.: 18 November 2015 - 11:44 AM
#39 Posted 18 November 2015 - 12:33 PM
Mark., on 18 November 2015 - 11:41 AM, said:
https://www.doomworl...-planisphere-2/
Somebody made the entirity of New York in a Doom map. We can't really compete with the Doom community in many ways as there's more people and they get several 10/10 megawads a year whereas we're lucky to get a few releases. That's not really an issue though because the community has kinda dropped down to the guys who are Dukers for life now instead of mostly younger people just passing the time till they quit puberty and High school. Our output is extremely slow but almost all of it is high quality
This post has been edited by Jblade: 18 November 2015 - 12:33 PM
#40 Posted 18 November 2015 - 01:37 PM
Jblade, on 18 November 2015 - 12:33 PM, said:
Somebody made the entirity of New York in a Doom map. We can't really compete with the Doom community in many ways as there's more people and they get several 10/10 megawads a year whereas we're lucky to get a few releases. That's not really an issue though because the community has kinda dropped down to the guys who are Dukers for life now instead of mostly younger people just passing the time till they quit puberty and High school. Our output is extremely slow but almost all of it is high quality
That is a cool map.
As I said in my previous post, Polymer is not optimized at all for speed. Comparing X with Polymer is pointless. You can throw the same amount of content at both engines and polymer will fail. Hopefully with some of these fixes that will change.
This post has been edited by icecoldduke: 18 November 2015 - 01:59 PM
#41 Posted 18 November 2015 - 07:05 PM
icecoldduke, on 18 November 2015 - 11:26 AM, said:
#42 Posted 18 November 2015 - 07:32 PM
Nevander, on 16 November 2015 - 07:45 PM, said:
#43 Posted 18 November 2015 - 09:13 PM
#45 Posted 18 November 2015 - 10:58 PM
There is an active Doom modelling community. It's not just the old stuff any more either. There are a number of people developing new content.. The new render engine for Doomsday is currently under active development.
This post has been edited by Tea Monster: 18 November 2015 - 11:00 PM
#46 Posted 18 November 2015 - 11:24 PM
Tea Monster, on 18 November 2015 - 10:58 PM, said:
There is an active Doom modelling community. It's not just the old stuff any more either. There are a number of people developing new content.. The new render engine for Doomsday is currently under active development.
For what it's worth, I've been using Polymer while developing Duke Forces. Why not? I want to see the lasers and shit cast light, it runs fine in the relatively simple old-school maps, and I know if the game works with Polymer then it will work with Polymost as well. I would guess that your estimate of "3 or 4" using Polymer is way off. Now, is Polymer going to run great in a scene with 50 stormtroopers firing their blasters in a huge hangar -- probably not.
#47 Posted 19 November 2015 - 08:17 AM
Tea Monster, on 18 November 2015 - 10:58 PM, said:
I mean this with respect, but it's not an 'anti-HRP' sentiment under any circumstances at all and it's silly to try and paint it like it's some kind of political position being taken. Most people just don't like the Duke HRP just like most people dislike the Doom HRP, I don't want to criticise it as I understand you may feel defensive of your work but understand that it's not some luddite retro desire to keep the game 8bit at ALL costs - it signficiantly alters the appearence of the game in a way that many of us just don't like.
You have got to understand that the HRP is a fan mod and wherether you like it is completely down to personel taste, and seeing posts like this claiming that people just dislike it because we want to conform to the 8bit render mode for purity reasons is just completely disrespectful. I understand that my stuff is not to most people's tastes here so I aim not to take it as a personel slight that only one or two of the regulers actually left feedback about it, I think you and the HRP/Polymer guys need to see it the same way and not make sometimes snide posts about some invisible prejudice against it.
#48 Posted 19 November 2015 - 08:33 AM
Tea Monster, on 18 November 2015 - 10:58 PM, said:
There is an active Doom modelling community. It's not just the old stuff any more either. There are a number of people developing new content.. The new render engine for Doomsday is currently under active development.
I lurked at 3DR forum during the beginnings of the HRP. The community making stuff for the HRP back then was fantastic. I actually thought Duke would take different direction from Doom and focus on high resolution content. Sadly, this is no longer the case, and I suspect it's because, in the end, it was poorly received by what you call "anti-HRP" people.
The HRP isn't without its problems. It's difficult to have fluid animations as with the sprites, and model quality can be a little inconsistent. But it has come a LONG way. The current HUD models are almost 1:1 sprite style. The game does look fantastic with Polymer, but due to development direction it's hard to use.
#49 Posted 19 November 2015 - 08:54 AM
Duke of Hazzard, on 19 November 2015 - 08:33 AM, said:
I would agree with that, we need to get more content guys that make HQ assets, maybe if skeletal animation and physics were implemented it might attract better talent.
#50 Posted 19 November 2015 - 08:59 AM
I am even using Polymer without HRP and dynamic lighting disabled (for visuals that feel more "classic"). Main reason: Skies render better (not flawless though in some rare cases) compared to Polymost.
Regarding HRP: What it would need would be an update for some really outdated models as they stick out now quite a bit with more sophisticated content added. Same goes for textures. Other than that, it's a neat showcase for EDuke32 and its capabilities and will always have its legitimation as such.
This post has been edited by NightFright: 19 November 2015 - 09:03 AM
#51 Posted 19 November 2015 - 12:50 PM
#52 Posted 19 November 2015 - 02:55 PM
#53 Posted 19 November 2015 - 03:13 PM
This post has been edited by zykov eddy: 19 November 2015 - 03:14 PM
#54 Posted 20 November 2015 - 05:06 AM
icecoldduke, on 18 November 2015 - 07:09 AM, said:
Maybe, and I never mean to say it's eduke32's problem at all...
But, Vsync on + r_maxfps did solve the weird problems on my end(and no any input delay problems), at least I only have minor tearing problem if I only use Vsync without fps limitation, and I never let my driver override my Vsync or some other settings at all, just let programs/apps handle them.
So I don't know what parts would going wrong, even I using latest driver.
#55 Posted 20 November 2015 - 05:24 AM
Person of Color, on 16 November 2015 - 05:39 PM, said:
No one is going to take modding this shit seriously as long as it only works on one of the three vendors.
Someone fix this shit.
Someone hasn't been keeping up on their sounding lately.
#56 Posted 20 November 2015 - 07:00 AM
Plagman, on 17 November 2015 - 01:47 PM, said:
I would like to see Brownfarted make Dookiemer and Dookiemost!
Now if someone adds the Kappa to Duke4.net forum's Emoticons. That would be great.
#57 Posted 20 November 2015 - 10:25 AM
DustFalcon85, on 20 November 2015 - 07:00 AM, said:
#58 Posted 20 November 2015 - 05:22 PM
DustFalcon85, on 20 November 2015 - 07:00 AM, said:
Now if someone adds the Kappa to Duke4.net forum's Emoticons. That would be great.
Good thing you've mentioned him because in appropriate Brownfarted fashion this thread went to shit pretty fast.
#59 Posted 20 November 2015 - 05:56 PM
Duke of Hazzard, on 20 November 2015 - 05:22 PM, said:
Because the first post was shit.
#60 Posted 20 November 2015 - 10:54 PM
icecoldduke, on 18 November 2015 - 09:13 PM, said:
Yes, but I believe it only toggles to the 60Hz adaptive and not 30Hz also.