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InsideQC Forums • View topic - heh heh heh persistance matters

heh heh heh persistance matters

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heh heh heh persistance matters

Postby revelator » Wed Apr 18, 2012 9:29 pm

Could someone try this one out ?

http://code.google.com/p/realm/download ... z&can=2&q=

warning it will not run on machines with less than GL2 and you need a dualcore cpu atleast sorry.

This is a test so the above will probably change some but you will still need a pretty recent gfx card.
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Re: heh heh heh persistance matters

Postby mh » Wed Apr 18, 2012 10:12 pm

GL 4.2 here; it runs but it's hellish slow, I got maybe 10fps in a timedemo demo1. AMD something or other and Intel i7. Very nice water shader.
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Re: heh heh heh persistance matters

Postby revelator » Wed Apr 18, 2012 10:28 pm

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Re: heh heh heh persistance matters

Postby mh » Wed Apr 18, 2012 10:51 pm

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Re: heh heh heh persistance matters

Postby Orion » Wed Apr 18, 2012 11:30 pm

No crosshair :?
Even when crosshair is 1. But I played well even without it, lol.
@Topic: Here it ran even smoother than DP, on an i5, gt 220 1gb card.
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Re: heh heh heh persistance matters

Postby mh » Wed Apr 18, 2012 11:45 pm

It's obviously an AMD thing then. I'm seeing display lists in there; might be an idea to just make the calls directly if AMD.
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Re: heh heh heh persistance matters

Postby revelator » Thu Apr 19, 2012 1:12 am

Can you try this one ? its optimized for AMD.
And good catch with the crosshairs its fixed now.
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Re: heh heh heh persistance matters

Postby revelator » Thu Apr 19, 2012 6:49 am

Digged in deeper and it seems the most expensive function is the lava haze code. Atleast its the only place i notice a serious frame drop. Im allready culling it as much as possible but the darn thing insists on bleeding through solids (visible in the room with a lava surf above) i fixed most of the bleeding by doing this.

// not marked this however takes care of the wall poke through. (huge framerate killer tho)
if (surf->visframe != r_framecount) continue;
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Re: heh heh heh persistance matters

Postby revelator » Fri Apr 20, 2012 6:46 am

Fixed the darn video menu atlast :) final item to fix is bloom (mines a bit obtrusive) looking at mh's later version that only blooms fullbrights.
Newer got alias model dot3 bumpmapping to work correctly i hope i can persuade mh to give me a hand finishing that part ?.
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Re: heh heh heh persistance matters

Postby revelator » Fri Apr 20, 2012 12:22 pm

Packed up and ready to ship :P



shot of shaders in action.

Image
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Re: heh heh heh persistance matters

Postby revelator » Sun Apr 22, 2012 7:15 pm

ah crap video menu still not working correctly :( mh's autoresolution code makes it go bonkers.
avoid using it for now.
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Re: heh heh heh persistance matters

Postby qbism » Tue Apr 24, 2012 1:19 am

Gorgeous but very slow, again an ATI laptop (Mobility 5650).
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Re: heh heh heh persistance matters

Postby revelator » Tue Apr 24, 2012 2:55 am

might add a cvar to turn of the shaders though im a bit miffed that it makes that huge an impact on laptops :S it runs like oil on my rig but ok i got two 560 gtx in sli so heh.

as mh pointed out there are a lot of array calls (whole engine uses vertex arrays) but im scratching my head a bit about the glFlush calls ???
there are only two in the code so i wonder if the arrays call those internally ?.

the video menu is in the right place atleast but i cannot figure out why the darn thing goes into windowed mode and refuses to go back to fullscreen when you change the resolution sigh. If someone can spot the thing ill let them have the source im working off.
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Re: heh heh heh persistance matters

Postby mh » Tue Apr 24, 2012 12:26 pm

I think it's more an ATI thing than it is a laptop thing. It happens in scenes even without water shaders, so there's some state or combination of states at work here that are choking the driver. This machine timedemos my GL3 Q2 engine at over 900 fps, the CPUs an i7, so I'm quite certain that the machine itself is capable, just something causing a software fallback perhaps.
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Re: heh heh heh persistance matters

Postby revelator » Tue Apr 24, 2012 4:28 pm

hmm not making it easy to be a developer when things like that happen :S can the number of vertex calls be limited ? batching them up maybe ? and here i thought vertex arrays where allways faster :mrgreen:
btw my pc is an i7 950 so i agree its not a cpu thing hmm. initial heap is 64 mb so not large at all but i know from experience that it varies a lot with the ammount of highres replacement textures (my own uses more than 1 gig) but it only makes load times take longer speed is fine. not sure if i might have introduced this so i should try and compile your original version and let you compare.
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