PolymerNG - Xbox One and Windows 10
#811 Posted 22 June 2016 - 06:24 PM
#813 Posted 22 June 2016 - 07:01 PM
Mblackwell, on 22 June 2016 - 06:24 PM, said:
While we're discussing flaws, I can't help but notice the level geometry flickering in all the videos. Any thoughts on what's causing it and on fixing it?
#814 Posted 22 June 2016 - 07:34 PM
Mblackwell, on 22 June 2016 - 06:24 PM, said:
For all sprites I'm currently offseting the depth some to deal with wall sprites. This depth offset should only be applied to wall sprites, but its being applied to all sprites. Thats on my todo list to fix.
Micky C, on 22 June 2016 - 07:01 PM, said:
That is because of Polymost. That is my next thing I'm going to fix. I have a few ideas, but I'm going to investigate and see if I can get that fixed next.
This post has been edited by icecoldduke: 22 June 2016 - 07:38 PM
#815 Posted 22 June 2016 - 07:43 PM
icecoldduke, on 22 June 2016 - 05:35 PM, said:
<video>
...is that Trooper flying backwards and walking backwards...?
#816 Posted 22 June 2016 - 07:44 PM
Lunick, on 22 June 2016 - 07:43 PM, said:
That is also a known bug, there are some cases were I need to flip the sprite, that's also on my todo list.
Keep the bug reports coming. So far these are the bugs that are known, that I will be fixing next.
- Sprite flip flag needs implementation.
- Sprite depth offset should only be wall to wall sprites.
- Geo flickering errors because of the polymost occlusion system.
- Shadows need to take portals into account.
If you guys see any more bugs in the video I just posted on the other page let me know.
This post has been edited by icecoldduke: 22 June 2016 - 07:47 PM
#817 Posted 22 June 2016 - 07:48 PM
This post has been edited by MusicallyInspired: 22 June 2016 - 07:48 PM
#819 Posted 22 June 2016 - 07:53 PM
MusicallyInspired, on 22 June 2016 - 07:48 PM, said:
That is definitely on my todo list. I want to have the fire shit that comes from the liztroop, and the explosions and such have there own lighting, a long with some kind of glow pass(an actual glow pass), that makes that shit glow. Trust me I have awesome things planned for explosions and such
Mblackwell, on 22 June 2016 - 07:49 PM, said:
Can you screen grab a example from the video?
Another thing you guys probably didn't notice, in that video all the shadows have PCF filtering. Basically the weakest implementation of soft shadows, but I haven't heard complaints about it yet
This post has been edited by icecoldduke: 22 June 2016 - 08:02 PM
#821 Posted 22 June 2016 - 08:16 PM
Mblackwell, on 22 June 2016 - 08:13 PM, said:
That's the shadow map resolution. I shot this on my 2560x1440 monitor, so a 512x512 shadow map doesn't scale that well
This post has been edited by icecoldduke: 22 June 2016 - 08:16 PM
#822 Posted 23 June 2016 - 08:26 AM
#823 Posted 23 June 2016 - 08:37 AM
icecoldduke, on 23 June 2016 - 08:26 AM, said:
I could, but this would be one person out of thousands, and my comps are for commercial usages.
How about Steam's snapshot of systems in use?
http://store.steampo...rvey/videocard/
#824 Posted 23 June 2016 - 08:42 AM
Hank, on 23 June 2016 - 08:37 AM, said:
How about Steam's snapshot of systems in use?
http://store.steampo...rvey/videocard/
My use case right now is what people on this forum currently have, this specifically for the one level demo. Does anyone have less then 2gb of VRAM?
This post has been edited by icecoldduke: 23 June 2016 - 08:43 AM
#825 Posted 23 June 2016 - 09:38 AM
#826 Posted 23 June 2016 - 09:51 AM
This post has been edited by MusicallyInspired: 23 June 2016 - 09:53 AM
#830 Posted 23 June 2016 - 03:22 PM
MusicallyInspired, on 23 June 2016 - 09:51 AM, said:
I only paid around $230 CAD for my GTX 960 4gb model. Then again, it was on sale at the time. It's more than enough to run Doom 4 well. It's $284 normally. http://www.newegg.ca...9275.1466724194
This post has been edited by StrikerMan780: 23 June 2016 - 03:24 PM
#831 Posted 23 June 2016 - 06:20 PM
icecoldduke, on 23 June 2016 - 08:26 AM, said:
I have 2GB and don't plan on updating any time soon, Doom or no Doom.
#832 Posted 23 June 2016 - 08:49 PM
#833 Posted 25 June 2016 - 01:19 PM

HiPolyBash, on 23 June 2016 - 08:49 PM, said:
Correct
#834 Posted 25 June 2016 - 01:21 PM
icecoldduke, on 25 June 2016 - 01:19 PM, said:
First multithreading, and now this? I hope your implementations are correct because it would kick ass to knock some stuff off my roadmap.
#835 Posted 25 June 2016 - 01:31 PM
Hendricks266, on 25 June 2016 - 01:21 PM, said:
I'm sure you'll have fun code reviewing all the deltas when it goes over to main
This post has been edited by icecoldduke: 25 June 2016 - 01:34 PM
#836 Posted 25 June 2016 - 01:35 PM
This post has been edited by MusicallyInspired: 25 June 2016 - 01:35 PM
#837 Posted 25 June 2016 - 01:39 PM
MusicallyInspired, on 25 June 2016 - 01:35 PM, said:
Yeah I'm not sure either how much effort it will take to be able to ctrl-g between live game and 3d mode. I would have to add a communication layer between the editor and the game. Changes you make in 3d mode would immediately apply to the live view. It's definitely not impossible, I just don't know how complicated it would be.
#838 Posted 25 June 2016 - 01:44 PM
This post has been edited by Hank: 25 June 2016 - 01:45 PM
#839 Posted 25 June 2016 - 01:55 PM
#840 Posted 25 June 2016 - 02:58 PM
When we going to see more from the 3d sprites and when will we start to see materials?
If you still plan to do PBR can we go with the metalness workflow as opposed to the specular workflow?

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