PolymerNG - Xbox One and Windows 10
#541 Posted 02 June 2016 - 09:39 AM
#542 Posted 02 June 2016 - 09:45 AM
Drek, on 02 June 2016 - 09:39 AM, said:
Then I would like someone to go into the current HRP and find the assets that you guys want to be vertex animated. Then let's talk about those specific cases. Right now we aren't talking about anything specific. You guys brought up the fan animations, the fan blade rotation could be scripted, this wouldn't be an issues. The other item someone brought up was the exploding canisters. This can be handled in other ways then morph animations. You could get away with a bunch of particle effects. Even animated alpha textures. The geo doesn't actually have to implode, this seems like something you could easily fake.
This post has been edited by icecoldduke: 02 June 2016 - 09:53 AM
#543 Posted 02 June 2016 - 10:03 AM
How are you going to keep the HRP compatible with Polymost and Polymer?
How will you guarantee compatibility with mods that use the HRP?
How are you going to track down all of the people that have made the content over decades and get them to update everything to match your whims?
#544 Posted 02 June 2016 - 10:09 AM
Mblackwell, on 02 June 2016 - 10:03 AM, said:
How are you going to keep the HRP compatible with Polymost and Polymer?
How will you guarantee compatibility with mods that use the HRP?
How are you going to track down all of the people that have made the content over decades and get them to update everything to match your whims?
- Maybe we can hi-jack lunatic for per-tile scripting that works across levels? This would allow for scripted geo animation, and you wouldn't have to do this for each level that uses the data.
- If you make content for PolymerNG, which means your looking to make NG content, do you want that content to work in the older renderers?
This post has been edited by icecoldduke: 02 June 2016 - 10:10 AM
#545 Posted 02 June 2016 - 10:15 AM
As someone who wants to use the new renderer for projects that use only a small number of models, it's frustrating to hear that their functionality could be limited in the name of optimizing performance in the HRP (which I don't even use).
#546 Posted 02 June 2016 - 10:18 AM
icecoldduke, on 02 June 2016 - 09:45 AM, said:
I would expect that most of the enemies in the HRP can be skeletized easily because people are here with the source files (most probably have skeletons set up already) but I think weapons and the atomic health would be good examples.
My point isn't really about the HRP, you're asking for re-animation of all models ever made for EDuke32, easily thousands of frames of vertex animation between just a few mods and tcs that use models. That stuff won't be 10MB md3s like the cycloid emperor in the HRP right now, it won't kill framerate to allow vertex animation. It will only kill framerate if we continue to misuse it as it has been.
This post has been edited by Drek: 02 June 2016 - 10:21 AM
#547 Posted 02 June 2016 - 10:21 AM
Mblackwell, on 02 June 2016 - 10:03 AM, said:
The HRP already diverged into Polymost and Polymer versions, with no good way of switching between the two automatically. A third version is only more of the same problem.
icecoldduke, on 02 June 2016 - 10:09 AM, said:
Actually, the HRP could definitely use some limited scripting capability for things like vweap, but CON will never be modular enough for the task. Lua can be, but Lunatic needs work.
#548 Posted 02 June 2016 - 10:32 AM
icecoldduke, on 02 June 2016 - 10:09 AM, said:
If old content was made for the old renderers I want it to work with yours. That is the point, we don't expect software mode to display models, and we won't expect the older polymodes to use skeletons.
We do expect you to support simple vertex animation so that a decade worth of content can be used in your renderer.
This post has been edited by Drek: 02 June 2016 - 10:32 AM
#549 Posted 02 June 2016 - 10:37 AM
#550 Posted 02 June 2016 - 10:43 AM
MusicallyInspired, on 02 June 2016 - 10:37 AM, said:
That's a little unfair. Model support isn't a Build engine feature. Build did support voxels -- but notice that the original Polymer does not support them, and I don't recall Plagman being excoriated for that in this way. Drek's post right above yours is on point, though.
#551 Posted 02 June 2016 - 10:48 AM
Also, voxels weren't a feature of vanilla Duke Nukem 3D and most people don't even use them.
This post has been edited by MusicallyInspired: 02 June 2016 - 10:50 AM
#552 Posted 02 June 2016 - 11:37 AM
The current way it works with each frame of the animation being stored is pretty terrible so I do not support it staying this way.
What is being proposed however is also not how any other modern engine tools support animations and is not a better solution.
This post has been edited by Steveeeie: 02 June 2016 - 11:37 AM
#553 Posted 02 June 2016 - 11:38 AM
That "Decade worth of content" that everyone is bitching about is designed to work with Polymost, not even Polymer, let alone PolymerNG. Putting it into NG will make it look like crap. It will look like half the HRP models that were designed for Polymost that look like freaking Christmas tree ornaments in Polymer. We shouldn't be supporting that.
What you guys are asking for is to have NG crippled so that it can work with a lot of ancient content that was never designed to work with that kind of renderer. No no no. 95% of mod content needs to be completely remade for a modern engine. It was not designed to work with a modern renderer. It was designed without using any features of a modern engine. You already have an engine that works fine with that. It's called Polymost. Use that for any Quake II/III era content.
That is NOT what PolymerNG is for. NG is a renderer specifically created to make mods that sit this side of the Millennial divide. Normal maps, metallicity, HDR lighting, physics - THAT is what it NG is about what it should be aimed at. That is it's purpose and reason for being.
Old School content - old school renderer.
Next-Gen content - next gen renderer.
#554 Posted 02 June 2016 - 11:52 AM
If I was using UE4 I would import these as separate meshes, group them (blueprint) and set events on the group such as 'onLevelLoad', 'onDamage', etc and then I would individually specify what happens to each mesh in the group when the event is triggered, so one part might transform(scale, rotate, move) and another may morph or just do nothing at all.
Yeah its a lot of work, but its pretty much what is needed to get basic mesh animation completed in a sensible way.
More is required to push the engine forward than just pretty post process effects and ambient occlusion.
#555 Posted 02 June 2016 - 11:58 AM
Tea Monster, on 02 June 2016 - 11:38 AM, said:
For me - two released so far, and a few others in the pipe. Additionally "legacy" content all looked and worked properly in Polymer (but enhanced), and in Decay everything still looked and worked properly in Polymost, minus the lighting.
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You don't know what you're talking about here.
#556 Posted 02 June 2016 - 12:06 PM
Of course you can use legacy content and legacy renderers, noone forbids you doing that.
#557 Posted 02 June 2016 - 12:15 PM
#558 Posted 02 June 2016 - 12:18 PM
Tea Monster, on 02 June 2016 - 11:38 AM, said:
It won't hurt the NG content to have the renderer compatible with MD3s. Yes they are stupid, yes the switch should have been done years ago, yes yes yes, but...
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You're right there, I've always preferred Polymost anyways.
I'll check back in when I can actually test NG and see some physics in build. Sounds like an interesting mod.
#560 Posted 02 June 2016 - 12:20 PM
A bug is a bug and should be fixed. Don't throw the baby out with the bathwater because of it.
#561 Posted 02 June 2016 - 12:49 PM
#562 Posted 02 June 2016 - 12:58 PM
MusicallyInspired, on 02 June 2016 - 12:49 PM, said:
I would like to see a HRP NG versions of the original levels, updated models and such. This is part of the "new content" I keep talking about. You take the original levels as they are, for example the first part in E1L1 after you fall from the vent. Picture the street with screen space reflection, rain falling down, the CINEMA sign with HDR glow and the lights on the MILLION DOLLAR texture move a like vegas animated lights, also with HDR glow. Then picture the fire in the dumpster with smoke coming off of it. And much more.
This is just some of what I want to see in a HRP NG version of the original levels.
This post has been edited by icecoldduke: 02 June 2016 - 12:59 PM
#563 Posted 02 June 2016 - 12:58 PM
MusicallyInspired, on 02 June 2016 - 12:49 PM, said:
Pretty much sums up my opinion on the subject.
I really just want a good platform to build a decent next gen content pack on top of for the original game.
#564 Posted 02 June 2016 - 12:59 PM
icecoldduke, on 02 June 2016 - 12:58 PM, said:
This is just some of what I want to see in a HRP NG version of the original levels.
This is all pipe dream thinking in comparison to basic animation support.
#565 Posted 02 June 2016 - 02:15 PM
Steveeeie, on 02 June 2016 - 12:59 PM, said:
Not if we can find some content developers to do it. In my mind PolymerNG is going to be for NG content. I'm going to have to support everything I do when it's complete and I can forsee a bunch of support issues with vertex animation. I don't see any good coming from it, which is why I'm against having vertex animation support. I know artists like it, but it's a engineering nightmare. My goal with PolymerNG is to make a high performance renderer, you guys know this, and I need content guys that are willing to make next gen content to replace the current HRP for PolymerNG to fully take advantage of the renderer.
You guys complain about performance all the time. Look up how many topics on this forum are complaining about Polymer and Polymost performance. The solutions I'm purposing help allieviate a huge concern that you guys have posted about for long time.
TerminX, on 02 June 2016 - 12:15 PM, said:
I didn't know everyone was going to be so attached to vertex animation
I would also like to get a NG HRP team started, I know one person is currently helping out with that. Is there anyone else right now that would interested in joining?
This post has been edited by icecoldduke: 03 June 2016 - 08:54 AM
#566 Posted 02 June 2016 - 02:39 PM
How exactly are you implementing things that causes vertex animation to be a performance hit? Rendering models is very fast in Polymer currently. We're talking about a nearly 20 year old model format here. What is the problem?
#567 Posted 02 June 2016 - 02:44 PM
TerminX, on 02 June 2016 - 02:39 PM, said:
How exactly are you implementing things that causes vertex animation to be a performance hit? Rendering models is very fast in Polymer currently. We're talking about a nearly 20 year old model format here. What is the problem?
The models that have vertex animation are too high poly, and take up too much space(2gb of vram ready data). I have two options, waste vram and leave each frame resident in video memory, or update each model each frame. I don't like either option.
Monsters, player model, and first person weapons have to be swithed over to skeletal animation. Those are just high poly to stay vertex animated. Props if they are low poly can possibly stay but I would like those eval'ed on a case by case basis. If those stay vertex animated I would like to have each frame resident in memory. I don't want a bunch of data going across the bus each frame.
This post has been edited by icecoldduke: 02 June 2016 - 02:47 PM
#568 Posted 02 June 2016 - 02:51 PM
#569 Posted 02 June 2016 - 03:14 PM
I'm not suggesting that everything be thrown under the bus specifically for .MD3 support but at the very least it should be there so things just 'work'. You can encourage content creators to go back and optimize their content but it's entirely unacceptable for it to just not work at all in favor of pushing the new features and support.
The other thing is that you need to realize modders and content creators are going to push this thing as far as it'll go. Optimize the core features as much as you can for sure but allow people to circumvent any arbitrary limitations and avoid being nagged if their goal is to push everything as far as it'll go. Scalability and options are at the core of PC gaming and modding communities, have a set of guidelines to follow and let the renderer tell content creators if they're bottlenecking performance in one way or another so that they can optimize what they're working on but in no way should this ever limit people from what they want to do. It's all up to the content creators and how they want to make use of the engine, the best you can do is optimize the renderer as much as you can, release a set of guidelines to follow for optimal performance, and implement a system that'll allow content creators to narrow down where the biggest performance impact is coming from.
Encourage content creators to optimize their content but don't sacrifice support for mods that make use of these older formats. Active community members will likely go back and update their mods to take advantage of your renderer but in the mean time butchering compatibility in the name of performance goals isn't the solution especially when the majority of current content runs without a hitch.
This post has been edited by HiPolyBash: 02 June 2016 - 03:21 PM
#570 Posted 02 June 2016 - 03:29 PM
HiPolyBash, on 02 June 2016 - 03:14 PM, said:
The model format isn't the issue. It's vertexdata x numvertexes x numframes = huge amount of data. Initially I wasn't going to ditch vertex animation, but your assets are too high poly to support vertex animation. Polymer and Polymost upload frame updates on the fly, which taxes the bus on your motherboard. This conflicts with me implementing virtual texturing for example, since I need to transfer data from main ram to vram, which uses the bus.
There is no magic Polymost fix for this. I don't want model data going from main ram -> vram, per animated asset in view, per frame change. So the only option I have is to leave each frame resident in vram, which means you will need a 3gb+ card to run PolymerNG with all the current vertex animated objects.
Your guys's stuff is too high poly.
This post has been edited by icecoldduke: 02 June 2016 - 03:32 PM

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