PolymerNG - Xbox One and Windows 10
#781 Posted 17 June 2016 - 04:14 PM
#782 Posted 17 June 2016 - 04:16 PM
TerminX, on 17 June 2016 - 04:14 PM, said:
Absolutely. I was going to have both for performance reasons anyway, so the renderer could scale with lower end hardware. I'll hook up soft shadows to a cvar.
This post has been edited by icecoldduke: 17 June 2016 - 04:16 PM
#783 Posted 17 June 2016 - 05:04 PM
#785 Posted 17 June 2016 - 05:17 PM
#786 Posted 17 June 2016 - 07:48 PM
Micky C, on 17 June 2016 - 05:12 PM, said:
I was wondering about this too. If it's what I think it is, a light that comes from a general area instead of a single point, then it would be relevant to the soft/hard shadow discussion (shadows would be softened by a general or ambient light source that shines on the shadow).
#787 Posted 17 June 2016 - 07:57 PM
What are the chances of getting light that's uniformly cast from parallaxed skies to simulate sunlight? I imagine it'd be computationally intensive if it covers a large area, but could it be done in a way that the shadows are only updated for moving geometry or if sprites/models move or change in the range?
This post has been edited by Micky C: 17 June 2016 - 07:59 PM
#788 Posted 18 June 2016 - 03:08 AM
#789 Posted 18 June 2016 - 07:08 AM
TerminX, on 17 June 2016 - 05:17 PM, said:
I haven't finalized the final implementation of the shadow system yet, but at the very least the shadows will be double buffered(to eliminate render stalls). I'm not sure if Polymer also double buffered the shadow buffer, but just know that increasing the shadow map size will increase the vram footprint more then it would in Polymer. But yes the shadow map res will be tied to cvars, just watch your vram usage
This post has been edited by icecoldduke: 18 June 2016 - 07:13 AM
#791 Posted 19 June 2016 - 08:34 AM
Quote
I removed the video so people don't get confused, new video below.
This post has been edited by icecoldduke: 19 June 2016 - 07:55 PM
#792 Posted 19 June 2016 - 09:31 AM
#796 Posted 19 June 2016 - 12:15 PM
This post has been edited by icecoldduke: 19 June 2016 - 01:37 PM
#797 Posted 19 June 2016 - 05:22 PM
In this video I'm using the standard textures, not the HRP textures.
This post has been edited by icecoldduke: 19 June 2016 - 07:58 PM
#798 Posted 20 June 2016 - 03:05 AM
It's pretty cool to see though
#799 Posted 20 June 2016 - 07:43 AM
Micky C, on 20 June 2016 - 03:05 AM, said:
It's pretty cool to see though
Agreed I'll move the light up when I get home. After I get the performance issues ironed out, I want to release a PolymerNG Win64 build that can only play this one map. I want to see what different people experience on different rigs with this one isolated test map. Obviously this map will come with a E1L1 maphack.
This post has been edited by icecoldduke: 20 June 2016 - 07:44 AM
#800 Posted 20 June 2016 - 11:53 AM
icecoldduke, on 20 June 2016 - 07:43 AM, said:
Sounds good. When moving lights up, be mindful that fire sprites come in different sizes, so make the vertical adjustment proportional to the sprite's yrepeat value.
Will the E1L1 only test build support all the usual features (custom art, CON code, etc) ?
#801 Posted 20 June 2016 - 12:08 PM
Trooper Dan, on 20 June 2016 - 11:53 AM, said:
It will, I just ask, when you gather performance metric's for me you guys use the original assets, along with my maphack. You guys are free to mod this one level demo as much as you want, but I won't be taking bug reports on modding yet. The sole purpose of this one level demo is to gather performance metrics so I can figure out how well PolymerNG scales on different hardware types, and to nail down and fix vendor specific bugs. That's it.
You guys can light E1L1 better then I can, but I need everyone to use the assets I provide with the original data when reporting issues and metrics to me. Beyond that you can do what you want, but I can't emphasize enough, I will not be taking bug reports for anything outside of the testing goals that I have already provided.
This post has been edited by icecoldduke: 20 June 2016 - 12:13 PM
#802 Posted 20 June 2016 - 04:43 PM





#805 Posted 20 June 2016 - 05:34 PM
Hendricks266, on 20 June 2016 - 05:18 PM, said:
What would you like me to use? This is the crap logo I've used since I started this project(its the logo that came up on the UWP splash screen on the XB1), it's time someone make something that looks better.
This post has been edited by icecoldduke: 20 June 2016 - 05:43 PM
#806 Posted 20 June 2016 - 07:34 PM
#807 Posted 20 June 2016 - 09:16 PM
But yeah, guess it should be something in the new "less is more" fashion.
Btw, Open Broadcaster worked good for me for footage recording.
https://obsproject.com/
This post has been edited by neoacix: 20 June 2016 - 09:18 PM
#808 Posted 20 June 2016 - 09:55 PM
neoacix, on 20 June 2016 - 09:16 PM, said:
But yeah, guess it should be something in the new "less is more" fashion.
Btw, Open Broadcaster worked good for me for footage recording.
https://obsproject.com/
I meant to say me adding "Powered by PolymerNG" was crapily done not the rest of it
#809 Posted 21 June 2016 - 12:31 AM
While it's a streaming program, you can record locally as well and does it a lot better than most solutions.

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