PolymerNG - Xbox One and Windows 10
#931 Posted 01 July 2016 - 06:32 PM
Max FPS 202
Min FPS 45
Win 10 - I7 3820 and GeForce GTX 760 with 4gb of VRAM.
EDIT: Average framerate was about 100-120. It dipped down below 80 when I got to in front of the cinema.
This post has been edited by Tea Monster: 02 July 2016 - 06:15 AM
#932 Posted 01 July 2016 - 06:39 PM
#933 Posted 01 July 2016 - 07:44 PM
Have a good Canada day Paul, thanks for testing the build.
This post has been edited by icecoldduke: 01 July 2016 - 07:45 PM
#934 Posted 01 July 2016 - 09:39 PM

I have taken down the build, I got all the information I need. Thanks to everyone who tried the first release of PolymerNG!
This post has been edited by icecoldduke: 01 July 2016 - 10:30 PM
#936 Posted 02 July 2016 - 02:28 AM
#937 Posted 02 July 2016 - 02:34 AM
#938 Posted 02 July 2016 - 03:30 AM
This post has been edited by Mark.: 02 July 2016 - 03:30 AM
#939 Posted 02 July 2016 - 03:49 AM
I've added the average frame rate to my original post so you aren't looking in two places for the info.
This post has been edited by Tea Monster: 02 July 2016 - 06:17 AM
#940 Posted 02 July 2016 - 08:07 AM
Steveeeie, on 02 July 2016 - 02:34 AM, said:
If your looking at Paul B's first video's that error has been fixed, if not can you please screen grab one of the frames in the videos / grab one of the screen shots and draw a red rectangle around the area your talking about?
Tea Monster, on 02 July 2016 - 03:49 AM, said:
I'm aware of the light leaking. Some of it is caused by the walls not completely touching the floors/ceilings(this definitely is the case with swinging doors). The specular I also think has a bug were its drawing two sided for some reason, but please post a video a video on youtube(or whatever service) so I know were talking about the same thing.
The reason I took the other build down was because of the nasty ambient bug that appeared on Paul B's and Tea Monsters box(which did cause a lot of nasty graininess). Even though that bug has been fixed, my solution requires me to in and add ambient sector effectors to each sector. I might as well go in and fix the Windows 7 issue as well, and get a couple more things in. I'll release a refresh build soon.
This post has been edited by icecoldduke: 02 July 2016 - 08:16 AM
#941 Posted 02 July 2016 - 08:48 AM
Mark., on 02 July 2016 - 03:30 AM, said:
If anyone sees something graphically wrong please post about it. I would rather have to bug scrub through dupes then not have the bug report at all
#942 Posted 02 July 2016 - 09:38 AM
This post has been edited by icecoldduke: 02 July 2016 - 09:38 AM
#943 Posted 02 July 2016 - 10:29 AM
icecoldduke, on 02 July 2016 - 08:07 AM, said:
Sorry, there is no point in me drawing a red box as I would be circling the whole thing.
Here is a side by side with polymer on the left and NG on the right. NG is noisy and has no filtering at all so it makes the high res art look worse than the 8bit art.
This might be the look you are going for but it looks fucking horrible.
#944 Posted 02 July 2016 - 10:32 AM
Steveeeie, on 02 July 2016 - 10:29 AM, said:
Here is a side by side with polymer on the left and NG on the right. NG is noisy and has no filtering at all so it makes the high res art look worse than the 8bit art.
This might be the look you are going for but it looks fucking horrible.
I agree that looks awful. I'll look into it.
#945 Posted 02 July 2016 - 10:36 AM
icecoldduke, on 02 July 2016 - 09:38 AM, said:
While very nice, this seems like gold plating and is a little frustrating to see when there are still many outstanding bugs that have been around since the start and features people have been waiting for so that they can make a start on things like the FBX models and finalised material set up are getting ignored.
This post has been edited by Steveeeie: 02 July 2016 - 10:37 AM
#946 Posted 02 July 2016 - 10:44 AM
Steveeeie, on 02 July 2016 - 10:36 AM, said:
FBX model support has been working for some time, I just haven't made anything with it yet. Currently the mesh import tool supports a wide range of model formats.
Code for the tool as evidence
https://github.com/j...ldTool/Main.cpp
Materials I agree should be next on the agenda after I figure out whats wrong with the noisy bump maps.
This post has been edited by icecoldduke: 02 July 2016 - 10:47 AM
#947 Posted 02 July 2016 - 11:00 AM
icecoldduke, on 02 July 2016 - 10:44 AM, said:
I know this is probably a pipe dream, but would it be possible to allow emissive materials to effect the world like in the unreal engine? will give a more accurate light shape and colour than placing a round omni light.
http://docs.unrealen...tolighttheworld
#948 Posted 02 July 2016 - 11:13 AM
Steveeeie, on 02 July 2016 - 11:00 AM, said:
http://docs.unrealen...tolighttheworld
I would have to do more research into exactly what they are doing(I have a idea, but I don't want to say anything until I know for certain). I can say for certain I can give you area lights similar too
https://www.shadertoy.com/view/lsfGDN
or
https://www.shadertoy.com/view/4dVGDt
This post has been edited by icecoldduke: 02 July 2016 - 11:15 AM
#949 Posted 02 July 2016 - 11:29 AM
icecoldduke, on 02 July 2016 - 08:07 AM, said:
It is completely normal for doors to have small gaps. It's one of the ways that players can tell a locked door from a wall with a door texture. Once the bugs are fixed, I think it would be nice to have some light leaking out in the spaces under doors and and gaps near swing doors (assuming it looked realistic).
#950 Posted 02 July 2016 - 11:32 AM
If I open the solution in VS Community 2015 I get the following, what am I doing wrong, does VSC not have the necessary features?
#951 Posted 02 July 2016 - 11:42 AM
This post has been edited by icecoldduke: 02 July 2016 - 11:42 AM
#952 Posted 02 July 2016 - 01:26 PM
This post has been edited by icecoldduke: 02 July 2016 - 01:30 PM
#953 Posted 02 July 2016 - 01:36 PM
icecoldduke, on 02 July 2016 - 01:26 PM, said:
The textures are fine.
The reason they look too noisy from a distance is because you have absolutely no anti-aliasing
#954 Posted 02 July 2016 - 02:00 PM
Steveeeie, on 02 July 2016 - 01:36 PM, said:
The reason they look too noisy from a distance is because you have absolutely no anti-aliasing
I'll look into this more later on today or tomorrow. I'm going to look at some other things right now.
This post has been edited by icecoldduke: 02 July 2016 - 02:57 PM
#955 Posted 02 July 2016 - 04:14 PM
Steveeeie, on 02 July 2016 - 02:34 AM, said:
I wonder if part of the texture fuzziness isn't a symptom of me down scaling the video from raw avi to mp4 compression and reducing the quality of the video for the internet sharing. This could potentially be a FRAPS thing or video conversion symptom. The screenshots I took from in game don't look nearly as bad as the videos then again i'm not comparing my screenshots to Polymer which would be a better comparison.
This post has been edited by Paul B: 02 July 2016 - 04:17 PM
#956 Posted 02 July 2016 - 04:42 PM
Steveeeie, on 02 July 2016 - 10:29 AM, said:
Here is a side by side with polymer on the left and NG on the right. NG is noisy and has no filtering at all so it makes the high res art look worse than the 8bit art.
This might be the look you are going for but it looks fucking horrible.
You should crank up the AF in Polymer. Just saying your screen on the Polymer side is a bit blurrier than necessary.
Polymer NG looks not only heavily unfiltered, but also like there's sharpening applied. The lighting across the normals in general looks noisy, perhaps the math is a bit off.
#957 Posted 02 July 2016 - 04:56 PM
Paul B, on 02 July 2016 - 04:14 PM, said:
The compression issues are definitely making the problem look worse then it is, but if you look at my screenshot the normals have more detail then what I can see in Polymer.
Mblackwell, on 02 July 2016 - 04:42 PM, said:
Polymer NG looks not only heavily unfiltered, but also like there's sharpening applied. The lighting across the normals in general looks noisy, perhaps the math is a bit off.
If you look at the screenshot I can't necessarily agree there is a math problem, and don't judge the gravity of situation by the quality of the video posted. What I've found in Polymer the detail of the normals fades away the farther the camera gets from the surface. There are plenty ways to achieve this, but I think that's why there is a visual normal delta between PolymerNG and Polymer. There could be a math issue on top of this, which I can only rule out with testing, but the fact that detail fades away in Polymer is significant factor in why Polymer doesn't look so noisy.
This post has been edited by icecoldduke: 02 July 2016 - 05:04 PM
#958 Posted 02 July 2016 - 07:52 PM
In your case the texture scale is also incorrect which probably doesn't help.
#959 Posted 02 July 2016 - 08:08 PM
This post has been edited by icecoldduke: 02 July 2016 - 08:15 PM

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