Things are really falling off the "to do" list now, with everything starting to come together well and look and behave more cohesive.
I broke anisotropic filtering again so I fixed it again.
I've removed sv_gameplayfix_gravityunaffectedbyticrate. Fundamentally it didn't work right, and I'd rather not have it at all than give the impression that it's there and working.
fullsbardraw is now a cvar and a menu option. In most cases you shouldn't need it owing to the flipping policy DirectQ uses, but it's there in case you ever do.
gl_polyblend has now been properly integrated with the underwater warp code.
I'm probably going to make the default for occlusion queries 3 (full) now. I've been regularly testing this and haven't seen blinky once, not even under conditions where I used to before. I'll need to fine-tune the cutoff points at which models get queries run, and may cvar-ize them. If I do they won't be menu options; these are "advanced users only, and you are responsible for the results of your own actions" stuff.
The surface chaining by texture/lightmap/f2b setup is done and gets a few extra frames in heavy situations. It's of real benefit in Marcher.
The 2 TMU renderer works. In the current build it's user-selectable but I'll be removing that before release.
I'll probably be making the sound restarting stuff a startup-time-only option for now. I haven't seriously looked at it yet, but I don't think it's a big enough deal to invest too much time in just now. I'll likely spend a few hours over the weekend but if I don't get it by then I'm killing it.
One final thing for now. Some of you may have noticed that there is a new DirectX SDK out. I'm not intending to move DirectQ over to it; in fact I might be backtracking it a little to an older version. In general I'm an opponent of the "older software is better just because it's older" mentality (but likewise I don't subscribe to "newer software is better just because it's newer" - good software is good, irrespective of age) but in this case using an older version means that the "upgrade your DirectX" thing that's been a problem should fade away even more.
Some messy fiddly stuff coming up in the next items on the list, but right now I'm willing to say that there will be a release sometime within the next 2 weeks. I can't be more specific just yet, but we're getting there.
UPDATE:
Setting the occlusion threshold (number of vertexes below which models won't get queries run) to about 200 for both MDLs and brush models appears to give the best balance between cutting out the really heavy stuff and avoiding the overhead of queries for smaller stuff. Of course it's totally possible to construct a model with a small amount of vertexes but that totally punishes fillrate. I've decided to not be worried about that for now.
Thursday, July 1, 2010
Updates for 1st July 2010
Posted by
mhquake
at
10:20 PM
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