Search found 93 matches
- Mon Dec 19, 2022 8:57 am
- Forum: Feature Suggestions [GZDoom]
- Topic: Asynchronous Vulkan Shader/Pipeline Generation & Portable Cache
- Replies: 34
- Views: 4690
Re: Asynchronous Vulkan Shader/Pipeline Generation & Portable Cache
Whatever path ends up being taken in the future, I just want to say thank you for turning your attention to this issue. I'm just happy it's "on the radar" now. Also I just want to say that if there's a mitigation, but it would be a ton of work and it still won't address permutations, it might not be ...
- Mon Dec 19, 2022 1:15 am
- Forum: Feature Suggestions [GZDoom]
- Topic: Asynchronous Vulkan Shader/Pipeline Generation & Portable Cache
- Replies: 34
- Views: 4690
Re: Asynchronous Vulkan Shader/Pipeline Generation & Portable Cache
Note that even if this was implemented it would never make the stutters go completely away - it would only reduce it to DX11/OpenGL levels. Um, awesome?? Yes please?? That would be amazing, that's all I wanted honestly! Like you can see in that OpenGL BoA vid I posted, there were a couple spikes ...
- Sun Dec 18, 2022 7:04 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Additional "disableautosave" Option(s)
- Replies: 1
- Views: 412
Additional "disableautosave" Option(s)
According to the wiki the cvar "disableautosave" has the following options: 0 - Autosave whenever you enter a new level and whenever the level requests it. (Default) 1 - Autosave only when the level requests it. 2 - Never autosave. I don't know if this is a bug or what, but I have this set to 2, yet ...
- Sun Dec 18, 2022 4:26 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Threaded Game Saving
- Replies: 6
- Views: 796
Re: Threaded Game Saving
EDIT/ After thinking about this some more I think I finally absorbed all your points, thank you for your patience. Still curious as to how other games manage it. To be fair whatever the solution is is definitely the road less taken and most games do stutter while saving. Maybe it requires ...
- Sun Dec 18, 2022 3:48 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Threaded Game Saving
- Replies: 6
- Views: 796
Re: Threaded Game Saving
OK I accept it's likely a bad idea (forgive my ignorance), but if you don't mind can you please explain a little further? When I say the overall memory footprint wouldn't increase that much, I don't mean in terms of percentages, but in terms relative to the amount of RAM that modern systems have. So ...
- Sun Dec 18, 2022 2:08 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Customizable Sprite Pitch Limit
- Replies: 0
- Views: 457
Customizable Sprite Pitch Limit
So basically I'm wondering if it would be possible to have Y-axis sprite billboarding kick in only at a specific view angle, after the sprite has already been pitched to a certain degree. In other words when looking straight down 90 degrees at a sprite, instead of a practically invisible sliver we ...
- Sun Dec 18, 2022 1:57 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Threaded Game Saving
- Replies: 6
- Views: 796
Threaded Game Saving
So anyone who has seen some of my other posts on these forums know how much I hate any kind of in-game stutter, and to that end I always play with autosaves disabled because a lot of mods have a habit of autosaving mid level, and I can't stand the unexpected microfreezes this causes. Quicksaves don ...
- Sat Dec 17, 2022 7:08 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [Addressed] Mouse polling issues with view roll
- Replies: 44
- Views: 26723
Re: [Addressed] Mouse polling issues with view roll
I don't know if you are still looking for feedback on this, but I just wanted to say I used this method of replacing SPF_INTERPOLATE with SPF_SCALEDNOLERP in BoA 3.1 and it made the tilt effects work very nicely in that mod, though I think it's basically just Tilt++ code. On the other hand I tried ...
- Sat Dec 17, 2022 6:40 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Asynchronous Vulkan Shader/Pipeline Generation & Portable Cache
- Replies: 34
- Views: 4690
Re: Asynchronous Vulkan shader/pipeline generation & local shader cache
So I was playing around with one of the heaviest mods I can think of, BoA 3.1, and while testing on driver ver 446.14 I discovered that some of the shaders generated in this mod (thought not all, or even most), are heavy enough to cause a stutter in Vulkan even on my golden driver, though things ...
- Sat Dec 17, 2022 1:51 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Asynchronous Vulkan Shader/Pipeline Generation & Portable Cache
- Replies: 34
- Views: 4690
Re: Asynchronous Vulkan shader/pipeline generation & local shader cache
Very interesting, thank you for the insight. So I guess GZDOOM is already doing everything it can in this regard, short of implementing workarounds (the first post requests) for a poor driver implementation on Nvidia's part. Some of the notes about the Nvidia driver difficulties in that ubershader ...
- Sat Dec 17, 2022 11:22 am
- Forum: Feature Suggestions [GZDoom]
- Topic: Asynchronous Vulkan Shader/Pipeline Generation & Portable Cache
- Replies: 34
- Views: 4690
Re: Asynchronous Vulkan shader/pipeline generation & local shader cache
So I realize no one really cares about this right now but me (and that’s ok), but I just wanted to share this because I found it potentially relevant and very interesting: Ubershaders: A Ridiculous Solution to an Impossible Problem Wayback mirror For all I know, there’s no way something like this is ...
- Fri Dec 16, 2022 9:44 am
- Forum: Feature Suggestions [GZDoom]
- Topic: Asynchronous Vulkan Shader/Pipeline Generation & Portable Cache
- Replies: 34
- Views: 4690
Re: Asynchronous Vulkan shader/pipeline generation & local shader cache
True, it could be a bug that only manifests on certain configs, like perhaps it only affects 20 series cards or particular hardware combination. It's easy enough for anyone to test though: 1) Make sure you are on Nvidia driver 456.38 or newer 2) Clean your shader cache with the script I posted ...
- Thu Dec 15, 2022 11:45 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Asynchronous Vulkan Shader/Pipeline Generation & Portable Cache
- Replies: 34
- Views: 4690
Re: Asynchronous Vulkan shader/pipeline generation & local shader cache
Yes that really is the crux of it, it's really unfortunate Nvidia decided go down whatever path it is they chose. After 2 years of it being this way it seems unlikely to change at this point, and I felt like I might as well put this out there and see if it interested anyone else. There's nothing to ...
- Thu Dec 15, 2022 3:56 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Asynchronous Vulkan Shader/Pipeline Generation & Portable Cache
- Replies: 34
- Views: 4690
Re: Asynchronous Vulkan shader/pipeline generation & local shader cache
I think for devs a stable work environment is obviously desirable, and they would be less likely to update drivers than the type of end user that's often moving on to the latest and greatest game, and regularly downloading "Game Ready Drivers" for the latest optimizations to new games or their ...
- Thu Dec 15, 2022 3:13 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Asynchronous Vulkan Shader/Pipeline Generation & Portable Cache
- Replies: 34
- Views: 4690
Re: Asynchronous Vulkan shader/pipeline generation & local shader cache
Also let me suggest that if a hardware/driver agnostic shader cache format was implemented, game devs could include the caches they built while play testing and ship them with the game. EDIT/ Not sure calling it a shader cache is even appropriate now that I think about it, because it would contain ...