OK, I promised some more positive news, so here it is. I've now fully resolved the problem with jaggies when using a scaled-down rendertarget surface, so I'm able to provide a rendertarget of half the resolution of your screen (or window) when underwater or otherwise when you have a view blend in effect. This not only completely eliminates the fillrate overhead of using a rendertarget in the first place, but it actually runs somewhat faster than using an un-blended full-sized screen. The really great thing is that it's almost (I hesitate to say fully, although I've certainly noticed no difference) completely identical to how it would look if you had used a full-sized screen.
It's all well and good me saying that, but you need to be certain that I'm not caught up in some wild rush of enthusiasm and am actually reporting the truth. So here you go (click on the pic for a bigger version):
With that kind of result in mind I've also provided an option to apply the same kind of scaling down to the main render. In practice, and at lower resolutions, it doesn't do much. However, if you need to run at your full native resolution (because - for example - your driver gives you black bars around a lower resolution) but the fillrate is killing you, this may come in useful.
When underwater you'll be able to change a lot of factors relating to how the warp is carried out. The speed of the warp, the scale of it, as well as the tesselation factor are all under your control. Just look for cvars starting with r_waterwarp.
There are a few bugs and quirks with regard to how it interoperates with other parts of the code left to work through, but it's worth taking the time and it will be a good end result.
Monday, June 21, 2010
And on a more positive note
Posted by
mhquake
at
11:44 PM
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I'd like to report another mod problem: DirectQ v1.8.4 experiences a crash for me when playing the first level of an addon/expansion called "Shrak"; I'll see if I can reproduce the crash...
Update: The Crash can be consistently reproduced; it happens when you enter a small room containing an armor, and a large health pickup. The room's door has a z-fighting bug (some textures appearing funny through a wall).
Error report is.
Event Type: Error
Event Source: Application Error
Event Category: None
Event ID: 1000
Date: 6/22/2010
Time: 10:13:37 AM
User: N/A
Computer: YOUR-B22724C4DF
Description:
Faulting application directq.exe, version 0.0.0.0, faulting module directq.exe, version 0.0.0.0, fault address 0x0001cfbc.
Data:
0000: 41 70 70 6c 69 63 61 74 Applicat
0008: 69 6f 6e 20 46 61 69 6c ion Fail
0010: 75 72 65 20 20 64 69 72 ure dir
0018: 65 63 74 71 2e 65 78 65 ectq.exe
0020: 20 30 2e 30 2e 30 2e 30 0.0.0.0
0028: 20 69 6e 20 64 69 72 65 in dire
0030: 63 74 71 2e 65 78 65 20 ctq.exe
0038: 30 2e 30 2e 30 2e 30 20 0.0.0.0
0040: 61 74 20 6f 66 66 73 65 at offse
0048: 74 20 30 30 30 31 63 66 t 0001cf
0050: 62 63 0d 0a bc..
(Note: Shrak has no wall data / textures of its own; you use a little program to drag ID's textures into it... just thought it might be worth mentioning.)
I was checking to see how well rygels small pk3
http://shub-hub.com/files/textures_replacement/rygel-dp-texturepack-small.pk3
plays with DQ, and the console says progs/eyes.mdl is the wrong version, version 29 or 30 expected.
Just wanted to know if that was a compatability error that needs to be cleared up by fixing the pk3, or if its just unsupported.
I have the same error as gnounc. I remember I reported this error a while ago, with version 1.7.666. Here is that old screen - http://www.quakewiki.net/stuff/screen.jpg
I know it's an old version, but it's doing the same with 1.8.4.
Thanks ;)
The Shrak problem is because the viewmodel you switch to when you pick up the armour (those wacky modders!) only has one frame (those wacky modders!) An oversight on my part that should never have happened.
The eyes problem is because DirectQ is somehow trying to load that model as if it were a BSP file. I'll need to run it in the debugger to find out why though.
Cause of the eyes problem identified. It's actually an MD3 but the extension of the file is "MDL" - those wacky modders!!!
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