[WIP] Supplice

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Re: [WIP] Supplice

Postby Vostyok » Sun Jan 19, 2020 11:28 am

skdursh wrote:This looks amazing and also like it's going to melt some computers. I can already smell the tidal wave of "wtf this sucks I only get 10fps" coming to shore.


Apart from the Bloom in the screenshots (which is optional player side), it doesn't look like there is anything ridiculous going on at all. No 3d models, very modest use of portals, no or limited 3d floors or slopes...

It will remain to be seen, but I think most of this is just solid texture and sprite work. It shouldn't be that much more processor intensive than running regular Doom maps, in my opinion.
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Re: [WIP] Supplice

Postby Amuscaria » Sun Jan 19, 2020 2:32 pm

New shots look fantastic! :D
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Re: [WIP] Supplice

Postby Redneckerz » Sun Jan 19, 2020 2:36 pm

Supplice is one of the Doom Engine greats ive been looking forward to for several years. It looks just so incredibly polished.

It literally looks like a Doom engine counter part to Ion Fury. It just looks *that* good.

Amazing.
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Re: [WIP] Supplice

Postby Graf Zahl » Mon Jan 20, 2020 2:56 am

Vostyok wrote:Apart from the Bloom in the screenshots (which is optional player side), it doesn't look like there is anything ridiculous going on at all. No 3d models, very modest use of portals, no or limited 3d floors or slopes...


But lots of detail, which is far more demanding. Neither 3D floors nor slopes are particularly performance hungry. Portals can be an issue on older hardware, though.
The lesson here: Just because it says "Doom" does not necessarily mean it doesn't need good hardware to run smoothly.
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Re: [WIP] Supplice

Postby Vostyok » Mon Jan 20, 2020 11:55 am

Can I get a definition for "detail". I haven't found much information on this. Is it sector count, linedefs, more obstacles for the ai to think about, visible sprites at once? I am curious as to what the main culprits are
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Re: [WIP] Supplice

Postby zrrion the insect » Tue Jan 21, 2020 7:01 pm

Graf Zahl wrote:Just because it says "Doom" does not necessarily mean it doesn't need good hardware to run smoothly.
I know you gotta hear the same thing over and over about performance issues, but you saying this over and over in response has a certain symmetry to it that I really appreciate.
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Re: [WIP] Supplice

Postby Graf Zahl » Wed Jan 22, 2020 7:23 am

Vostyok wrote:Can I get a definition for "detail". I haven't found much information on this. Is it sector count, linedefs, more obstacles for the ai to think about, visible sprites at once? I am curious as to what the main culprits are



Sprites are most costly, followed by walls. Sector count is irrelevant, but lots od subsectors can also add up.
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Re: [WIP] Supplice

Postby TheOldKingCole » Thu Feb 20, 2020 8:18 pm

Think we could get an Demo sometime soon?
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Re: [WIP] Supplice

Postby Captain J » Thu Feb 20, 2020 9:55 pm

Wait and see, i suppose!
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Re: [WIP] Supplice

Postby Mechadon » Tue Feb 25, 2020 2:32 pm

A demo is a possibility, but we're not quite there yet ;)
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