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Duion

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Everything posted by Duion

  1. What is the best code editor for Linux? Especially for Torquescript, since Torsion does not work or not work well on LInux, so what would be the best alternative?
  2. 15ms seems to be good for dynamic shadows, since 1000ms is one second and there is max 60fps per second which makes 16.66667 ms so that it updates every frame. However I found that if you set the dynamic update rate to 16 or 17 sometimes you have frame skippings, but 15 gives a bit of a a puffer so you have almost no visible skips. Setting all dynamic shadows from updating at 8ms to 15ms also seems to give a good performance boost. Around 13mspf to 12 mspf in my test case. Dynamic shadows could even be set lower up to 32ms, but this only works for slow moving objects, as soon as you sprint it gets very ugly and often unacceptable flickering.
  3. You can bring back the old buggy.
  4. I hoped someone could help me solve this mystery how someone came up with 0.619, but on the other hand it is not that important. For my game I use strict metric system, so I will not change the scale to something else.
  5. I have some code in my project where it says in the comment that one Torque unit is not 1 meter, it is aprox 0.691. Here it is: https://github.com/Duion/Uebergame/blob/development/scripts/gui/clusterHud.cs#L54 I do not use that code yet, I just noticed that it is there, probably from some resource or so. No idea where it is from originally, or if it is correct, but maybe anyone here knows more about that. The only problem with that math would be, assuming it is correct that 1 Torque Unit is 0.691, that people assume it to be 1 meter and adapt their art onto it, so the speed may be calculated correctly, but the world objects would be off then.
  6. Testing this feature out for a while now I noticed issues with it. By default the static refresh rate is set to 250ms, which is too much, you see shadows popping all the time. I also first thought I could theoretically set it to 1000ms or several seconds since the shadows of static shapes theoretically never get updated, but I was wrong. Shadows are also updated when you spawn into the game or when you move your view around very fast. If you have an update rate of lets say 5 seconds to make it obvious, you will see shadows popping into existance 0-5 seconds after you spawn into the game or 0-5 seconds after you look into a new area. So I reduced the static refresh rate to 128 ms, then 100 and then 80, which was almost unnoticeable. It seems to me that everything above 100ms is noticeable by human eye, some people even notice changes below that as well. So you may want a force instant update when a player joins the game that would solve the popping when spawning, but not the popping of shadows when moving your mouse camera fast. Trees on the other hand went fine with update rates of around 100, it still looked like the leaves were flattering fast in the wind, this means vegetation probably does not need fully dynamic lighting. For the dynamic lighting, this could also be updated less often, it does not need to be updated every frame, maybe only every second or third frame. Good values for lighting would probably be something around 16ms for dynamic shadows and 80ms for static shadows.
  7. I think I can remember in the FPS tutorial there being a button to turn the physics off, it was also told in the tutorial how to use it, but I don't have an install ready to confirm it, but the button was somewhere in the top bar.
  8. Az told me to try to flip those two lines here: https://github.com/GarageGames/Torque3D/blob/development/Templates/Full/game/shaders/common/lighting/advanced/deferredShadingP.hlsl#L50-L51 The issue seems to be gone now, but specular is a bit problematic to test, since there is some weirdness going on in the intensity sliders and you cannot change intensity when using a texture currently, but overall looks like a fix so far.
  9. I'm using this fix, but it still seems that the fog and specular is not taken into account. Ambient and light brightness seem to be pretty exactly the same they were before, but fog and specular are still too bright. There is a night level that is almost black now, did not adapt the settings yet, but I noticed that if there is specular, things can shine extemely bright, even though the rest is hardly visible at all, here is a pic demonstrating the issue at one of the worst points: http://duion.com/files/temp/screenshot_TG_Fields_night029-00004.png
  10. As I said, they are probably not connected right to their parents the previous bones and/or some scale/rotation issues.
  11. Did you weight paint the model properly? Looks like some vertices are attached to the root node. Are the bones parents set correctly? The arms seem to have wrong parents.
  12. Did you try pressing ctrl + a and then apply rotation & scale on the model in object mode? Another thing is, did you make animations already and have animations running in Torque?
  13. I was building the next release for Uebergame, so I had to get that done before, I cannot cram in development code for testing inbetween, since it would mess everything up. So I only upgrade to supposedtly stable releases. But what I could do is, is testing precompiled builds that work standalone, if someone provides them.
  14. I did not really test with the stock Torque3D, since I just ported the changes to my game and test with that. Version 3.9 is very bugged at the moment and unuseable, I would wait till everything is fixed so it is ready to use again and then test again, since some issues may eat performance here and there.
  15. So it is not the terrain? Since the empty room has no terrain. Makes me wonder, since I could not notice any significant difference in performance.
  16. 3.9 has terrain backfaces, maybe this decreases performance since the terrain has to be rendered doublesided. This may be especially relevant in a map that has only a terrain.
  17. Make sure you use the exact same scene at the exact same position with the exact same graphics options, otherwise the data is not really useful. From the tests I made I could not notice significant differences. Here it is: http://forums.torque3d.org/viewtopic.php?f=9&t=758&p=6286#p6286 As you can see I made sure to use the exact same location to make the screenshot, to have an accurate comparison.
  18. @OscarVelzi Can you show screenshots of your test setup and comparison how much performance was gained? I'm having problems determining how much it improves performance, since this feature is now by default in version 3.9.
  19. I told you to use .mhx format, collada is known to cause issues, or at least it was in the past.
  20. What version are you using? Maybe they introduced some bugs. I used version 1 for my character. Try that and see if the issue is there as well.
  21. My character has -180 degree rotation on the Z axis, works fine.
  22. PostFX was on in my tests, could not notice performance gain. So depends on what you call "heavy effects"
  23. Why you want to do it? You can just make your game singleplayer only, no need to remove networking.
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