[Blade of Agony] Tank Battlefield Screens! | p161

For Total Conversions and projects that don't otherwise fall under the other categories.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

Re: [Blade of Agony] Tank Battlefield Screens! | p161

Postby Wiw » Thu May 17, 2018 3:41 pm

I suggested having the option to toggle between models and sprites, and that was dismissed!
User avatar
Wiw
Frequently puts foot in mouth
 
Joined: 11 Jun 2015
Location: Everywhere and nowhere.

Re: [Blade of Agony] Tank Battlefield Screens! | p161

Postby RockstarRaccoon » Fri May 18, 2018 1:48 am

It's not the models, Wiiw, it's the resolution of their textures. I could barely make out the pixels on this one rock on the beach when I was playing C1M2 the other day, and that was sticking my face up against it at fullscreen resolution. There is a fine line between attention to detail and overdoing it.

Meanwhile, on Membrane, I got squeamish about a 512x512 terrain textures because we realized that the hires versions would be 2048x2048x32 (16MB per), and we figured having too many of those would make it hard to fit within our soft-limit of 1GB VRAM. (Imagine giving a mapper 20 of those to choose from: that's 1/3 a GB on terrain textures alone)

Graf Zahl wrote:Geforce 1060 it's at 26-27 fps

Kinsie wrote:Ryzen

The point is that we all have relatively recent graphics cards, and not shitty ones, and yet they can barely handle the sheer load of this behemoth.

(And interestingly enough Graf, that must be a pretty new, high end computer, seeing as this development machine I just bought uses a 1050ti, the previous model)
User avatar
RockstarRaccoon
Totally Babies
 
Joined: 31 Jul 2016

Re: [Blade of Agony] Tank Battlefield Screens! | p161

Postby Graf Zahl » Fri May 18, 2018 2:25 am

RockstarRaccoon wrote:(And interestingly enough Graf, that must be a pretty new, high end computer, seeing as this development machine I just bought uses a 1050ti, the previous model)


My computer is 6 years old. I upgraded the graphics card two months ago. Before that I had a Geforce 550Ti, that mainly got replaced because it cannot do Vulkan. 6 years ago I spent a little more money to get a good CPU and that has paid off very well.
User avatar
Graf Zahl
Lead GZDoom Developer
 
Joined: 19 Jul 2003
Location: Germany

Re: [Blade of Agony] Tank Battlefield Screens! | p161

Postby Wiw » Fri May 18, 2018 4:29 am

RockstarRaccoon wrote:It's not the models, Wiiw, it's the resolution of their textures. I could barely make out the pixels on this one rock on the beach when I was playing C1M2 the other day, and that was sticking my face up against it at fullscreen resolution. There is a fine line between attention to detail and overdoing it.


Would reducing the texture resolutions really make that much of a difference?
User avatar
Wiw
Frequently puts foot in mouth
 
Joined: 11 Jun 2015
Location: Everywhere and nowhere.

Re: [Blade of Agony] Tank Battlefield Screens! | p161

Postby Ozymandias81 » Fri May 18, 2018 5:23 am

Let's stop this "is" or "isn't": it is all about models, a couple of skins, a couple of actors which probably could use tweaks (fog), shaders (grass and flowers use them FYI to give them a nice waving effect like wind through them) and the map which we'll investigate further.
Yet no one still said to me if you compare actual TITLEMAP and January one (check my previous comment) you notice significant improvements, at least all BoA team members noticed that.
User avatar
Ozymandias81
Doom is a State of Mind... Out of Control.
 
Joined: 04 Jul 2013
Location: Mount Olympus, Mars

Re: [Blade of Agony] Tank Battlefield Screens! | p161

Postby Graf Zahl » Fri May 18, 2018 6:05 am

Wiw wrote:Would reducing the texture resolutions really make that much of a difference?


No. This would be optimizing at the totally wrong place. Unless, of course this is run on some hardware with real memory access problems.
User avatar
Graf Zahl
Lead GZDoom Developer
 
Joined: 19 Jul 2003
Location: Germany

Re: [Blade of Agony] Tank Battlefield Screens! | p161

Postby RockstarRaccoon » Fri May 18, 2018 9:54 am

Ok, I think this probably feels like we're attacking, and that's not the intention, so I'm gonna go ahead and back out now. It's a good project guys,
great work so far, we're just saying it would benefit from framerate optimizations.
User avatar
RockstarRaccoon
Totally Babies
 
Joined: 31 Jul 2016

Re: [Blade of Agony] Tank Battlefield Screens! | p161

Postby Rachael » Fri May 18, 2018 11:13 am

RockstarRaccoon wrote:Ok, I think this probably feels like we're attacking, and that's not the intention, so I'm gonna go ahead and back out now. It's a good project guys,
great work so far, we're just saying it would benefit from framerate optimizations.

If no one wanted to see the project succeed I doubt anything would've been said about it. We'd have been happy letting Tormentor live in a delusion that it's better than it really is.

By saying otherwise, I really believe from the bottom of my heart, that it's giving him an opportunity to see what other people see - to see the flaws that repel us away from the project - and to give him a chance to change it, so that one day we all might come back.

As I said, for me, it's really about the time and effort already put into this project - and just how much I would hate to see it go to waste because of some issues that couldn't be resolved when they needed to be.

I am not trying to verbally flog the team with my words. I just have an interest in actually being able to enjoy what I see as a real piece of art - that I can't because I really feel that the effort is being wasted in all the wrong places.
User avatar
Rachael
QZDoom + Webmaster
 
Joined: 13 Jan 2004

Re: [Blade of Agony] Tank Battlefield Screens! | p161

Postby Graf Zahl » Sat May 19, 2018 2:09 am

Ozymandias81 wrote:Yet no one still said to me if you compare actual TITLEMAP and January one (check my previous comment) you notice significant improvements, at least all BoA team members noticed that.


Yes, that map shows some major improvement. The reason for this is that the portal is badly defined. It contains sectors that have nothing to match in the upper part. And with the old version of the map this lead to buttloads of portal recursion because the main part of the map was in the place that would be visible through the portal, so it all got rendered again and again and again, even though it wasn't visible until the relocated version went off the screen. With your realignment you just moved the offending parts out of the way.

The general rule of thumb for portals is that the area of each sector that got the portal assigned must be fully covered by the linked part of the map.Otherwise the effect will be undefined, and what precisely happens depends on the nodes that will get built. It's still undefined in that optimized map so I cannot guarantee that it won't break later.

Do not count on sky sectors covering up your mapping mistakes, that's what essentially happened here.
User avatar
Graf Zahl
Lead GZDoom Developer
 
Joined: 19 Jul 2003
Location: Germany

Re: [Blade of Agony] Tank Battlefield Screens! | p161

Postby Ozymandias81 » Sat May 19, 2018 10:54 pm

Thank you very much Graf, that was exactly what I wanted to know since I was quite sure that it was the problem. Will investigate further then.
User avatar
Ozymandias81
Doom is a State of Mind... Out of Control.
 
Joined: 04 Jul 2013
Location: Mount Olympus, Mars

Previous

Return to TCs, Full Games, and Other Projects

Who is online

Users browsing this forum: No registered users and 3 guests