PolymerNG - Xbox One and Windows 10
#901 Posted 01 July 2016 - 10:56 AM
#902 Posted 01 July 2016 - 11:57 AM
#903 Posted 01 July 2016 - 12:47 PM
Spiker, on 01 July 2016 - 11:57 AM, said:
Maybe what I'll just do is get a couple more features in and I'll make a small map from scratch and use that as the one level test.
#904 Posted 01 July 2016 - 12:59 PM
icecoldduke, on 01 July 2016 - 12:47 PM, said:
Why not just release it with a modified version of E1L1? I thought the main point was to show how cool E1L1 will look with the new renderer. If you are going to open the door for other maps, there about a zillion other possible maps you could use.
#905 Posted 01 July 2016 - 01:08 PM
Trooper Dan, on 01 July 2016 - 12:59 PM, said:
Releasing a modified version of E1L1 would be distributing copyrighted material. Can someone guarantee Gearbox won't come after me
#906 Posted 01 July 2016 - 01:08 PM
#907 Posted 01 July 2016 - 01:12 PM
Tea Monster, on 01 July 2016 - 01:08 PM, said:
I have a build prepped with the modified E1L1, its ready to be distributed but I would like some confirmation that Gearbox won't come after me if I just release the map. What do you think TX or Hendricks? My first instinct is I can't release it without a manually making a map hack which I probably won't do and won't scale in the long term.
#908 Posted 01 July 2016 - 01:25 PM
This post has been edited by Tea Monster: 01 July 2016 - 01:25 PM
#909 Posted 01 July 2016 - 01:27 PM
Maybe someone can confirm this ?
This post has been edited by oasiz: 01 July 2016 - 01:27 PM
#910 Posted 01 July 2016 - 01:27 PM
So you guys know this is a PERFORMANCE TEST ONLY. I want to see how well PolymerNG works on a variety of hardware. I will write up a full doc, but that is the only goal with this release.
This post has been edited by icecoldduke: 01 July 2016 - 01:32 PM
#911 Posted 01 July 2016 - 01:52 PM
icecoldduke, on 01 July 2016 - 01:27 PM, said:
So you guys know this is a PERFORMANCE TEST ONLY. I want to see how well PolymerNG works on a variety of hardware. I will write up a full doc, but that is the only goal with this release.
It would be nice if mouse support was working for the testing since most of us here use a computer for eduke. Not sure how involved that would be. But man you've been a busy guy! I'm looking forward to trying this out.
This post has been edited by Paul B: 01 July 2016 - 01:54 PM
#912 Posted 01 July 2016 - 02:05 PM
#913 Posted 01 July 2016 - 02:06 PM
Paul B, on 01 July 2016 - 01:52 PM, said:
It's not hard I just have to do it, and I probably won't have time this weekend. It's playable with a keyboard, all I want is performance metrics. If you want me to hold back the build by a week or so I can get it fixed, but all I need people to do is run around, shoot shit and tell me how fast things are running. That's it.
#914 Posted 01 July 2016 - 02:09 PM
TerminX, on 01 July 2016 - 02:05 PM, said:
That's good enough for me, I'm going to write up a readme and upload.
#915 Posted 01 July 2016 - 02:11 PM
icecoldduke, on 01 July 2016 - 02:06 PM, said:
IMO performance is best measured when people can actually engross themselves in the game to get a feel for how it flows. This is usually done through a mouse for its accuracy and flow. I find a lot of that experience is felt through the mouse since it is so much more accurate then a keyboard or joystick In anycase please don't hold up progress because of me. I just wanted to express how I can tell whether a fps game performs and its usually done through the mouse movements in relation to the video being drawn on screen.
This post has been edited by Paul B: 01 July 2016 - 02:15 PM
#916 Posted 01 July 2016 - 02:36 PM
PolymerNG One Level Demo
----------------------
PolymerNG by Justin Marshall
Build #395
Full Source Code:
https://github.com/j...olymerNGPublic/
RECOMMENDED HARDWARE SPECS:
------------------------
NVIDIA Geforce 670 or higher.
Windows 7 or higher(Windows 8.1 or higher is actually required, I'm fixing this but it will take some time).
At least 1gb of ram.
CPU With at least 4 cores.
You may run this demo on lower end hardware and I would love to know how well it performs.
WHAT IS POLYMERNG
-------------------
PolymerNG is new renderer for eduke32, that uses Direct3D 11. The goal of PolymerNG is to add next generation graphics features to eduke32.
CURRENT POLYMERNG FEATURES:
-------------------
Direct 3D 11 graphics renderer that uses the programmable shader pipeline(no fixed function nastiness).
CPU Occlusion Culling via modified Polymost code.
Deferred Lighting Engine - Point lights and Point light shadows Only
Multi-threaded - the game and the renderer run on two seperate threads.
Texture Cache - zlib compressed image payload system
BUILD NOTES
-------------------
This build is designed to test performance of the ngzoo map ONLY. There are broken features in this build. Please do NOT run any other maps, only maps that are lit with PolymerNG lighting will render correctly. This map is
lit by me and should not indicate the maximum potentional of PolymerNG. If you are looking for nice NG features compared to UE4, expect to be disappointed, were not there yet
tell me how well it performs...that's it.
KNOWN ISSUES
-------------------
*Mouse support is broken. You can use a keyboard, the recommended input device is a xbox one controller(360 controller should work), but this is entirely playable with only a keyboard. Yes this is lame and will be fixed.
*Fire sprites(specifically alpha in high res sprites) don't render properly.
*Textures are prebuilt in this test(game_textures.payloads) and can't be modified. You can build the VirtualTextureBuildTool to generate this file if you wish.
*The only supported resolution is what your desktop is running at. For those that are having performance issues I do plan in the future to allow you to scale down the various fullscreen buffers which will save on performance, but this isn't implemented yet.
*Console does not work
HOW TO RUN
-------------------
Please copy your Duke3D.grp file to Assets/dukedata/
Then run EDuke32_PolymerNG.exe
FEEDBACK
-------------------
The FPS counter is enabled, please provide these stats after running the demo.
*TAKEN DOWN* Thanks to everyone who tried the build
This post has been edited by icecoldduke: 01 July 2016 - 10:29 PM
#917 Posted 01 July 2016 - 02:40 PM
#919 Posted 01 July 2016 - 03:11 PM
This post has been edited by Paul B: 12 July 2016 - 12:40 PM
#920 Posted 01 July 2016 - 03:11 PM
0815Jack, on 01 July 2016 - 03:08 PM, said:
XINPUT1_4.dll is missing... any idea?
EDIT:
Seems like that file is only included in Windows 8, I'm not directly bringing in that file, let me figure out if SDL is bringing it in.
This post has been edited by icecoldduke: 01 July 2016 - 03:15 PM
#921 Posted 01 July 2016 - 03:12 PM
Paul B, on 01 July 2016 - 03:11 PM, said:
https://dl.dropboxus...16-52-41-13.mp4
https://dl.dropboxus...17-03-24-82.mp4
I noticed transparencies aren't working which you probably already knew, as well when the light shines in the theater area it seems to effect the texture coloring.
I can't access those videos, dropbox says I don't have permission.
#922 Posted 01 July 2016 - 03:18 PM
Paul B, on 01 July 2016 - 03:11 PM, said:
https://dl.dropboxus...16-52-41-13.mp4
https://dl.dropboxus...17-03-24-82.mp4
I noticed transparencies aren't working which you probably already knew, as well when the light shines in the theater area it seems to effect the texture coloring. The FPS seem to be at a static 90fps at all times. I've also noticed that it appears the wall textures are being squished together.
error 404 page not found
#923 Posted 01 July 2016 - 03:22 PM
Paul B when you can, can you fix those dropbox videos? I would love to take a look.
This post has been edited by icecoldduke: 01 July 2016 - 03:26 PM
#924 Posted 01 July 2016 - 03:26 PM
icecoldduke, on 01 July 2016 - 03:22 PM, said:
ok ... that's why it doesn't run on my Win7 x64
#925 Posted 01 July 2016 - 03:34 PM
icecoldduke, on 01 July 2016 - 03:22 PM, said:
Paul B when you can, can you fix those dropbox videos? I would love to take a look.
Yeah I'm running Windows 10 here. I think the reason why you can't access them is because they were probably still uploading. One of them should work the other one will finish uploading soon as it was a larger video size. Try the second link I think it should work now. Also if the quality sucks let me know and I'll see what I can do.
This post has been edited by Paul B: 01 July 2016 - 03:34 PM
#926 Posted 01 July 2016 - 04:56 PM
Paul B, on 01 July 2016 - 03:34 PM, said:
It looks dark as hell in that recording, there should be a 30% ambient factor. Are you seeing the dark areas as completely black? Performance looks about what I expect.
This post has been edited by icecoldduke: 01 July 2016 - 05:00 PM
#927 Posted 01 July 2016 - 05:01 PM
icecoldduke, on 01 July 2016 - 04:56 PM, said:
So it looks like when my video recorder software is running it clamps the video fps to 90. Where as when I run the game without the video recording software I get FPS that jump all over the place from 150 to 350 fps. Must have something to do with FRAPS. Yes it is way too dark in the dark areas. I'll do a comparison between PolymerNG and Polymer. I just crashed PolymerNG with the F12 Screenshot button. I'll post more later.
This post has been edited by Paul B: 01 July 2016 - 05:05 PM
#928 Posted 01 July 2016 - 05:04 PM
Paul B, on 01 July 2016 - 05:01 PM, said:
Interesting I'll have to look into that. I need to find a hardware configuration were I can repo, even on my shitty monitors I don't see 100% black. Use print screen, F12 screenshot is probably broken. Comparing with Polymer will probably be useless, the radius calculation is different at the moment then regular Polymer(something I have to fix), you might have to multiply the light radius by a 1000.
If anyone else tries the build, let me know if you just see 100% blackness in the dark areas. This is a bug.
This is reason why I released this build, to find shit like this
This post has been edited by icecoldduke: 01 July 2016 - 05:06 PM
#929 Posted 01 July 2016 - 05:32 PM
Attached File(s)
-
PostProcess_pixel.rar (4.28K)
Number of downloads: 156
This post has been edited by icecoldduke: 01 July 2016 - 05:34 PM
#930 Posted 01 July 2016 - 05:44 PM
icecoldduke, on 01 July 2016 - 05:32 PM, said:
That's definitely a lot better! Give me a minute and i'll post another quick video. The updated version of that file you sent me definitely improved the shaded areas.
This post has been edited by Paul B: 12 July 2016 - 12:41 PM

Help
Duke4.net
DNF #1
Duke 3D #1









