Jump to content
  • entries
    941
  • comments
    5,894
  • views
    867,862

Beta update available


Josh

2,350 views

 Share

A new update is available on the beta branch on Steam. This fixes the low-res terrain shader so it compiles on AMD cards. It also fixes a possible brush rendering crash having to do with the recent optimizations made to make uncollapsed brushes draw more efficiently.

  • Upvote 2
 Share

7 Comments


Recommended Comments

I'm seeing a bit of a performance dip on the tutorial map "07-AI and Events.map" with this new build. On the last beta build I was able to get it running at a minimum of 35 FPS, averaging about 55 FPS. On this new build it's averaging closer to 35 FPS and dipping down into the low 20s in the larger rooms.

 

I also noticed that the lightbox prefabs have been modified to only cast static shadows - wondering why the change? The elevator in particular loses something without the dynamic lights.

Link to comment

Actually going through more of the tutorial maps it's starting to look like dynamic lighting/shadowcasting is broken entirely. Check out "04-Moving Platforms.map" too.

Link to comment

The cage light was changed because it uses a point light, and in the example map, it was extremely wasteful, since the enemies weren't even really effecting it, but were triggering 12 extra renders. It has a strongly defined shadow due to the light housing, so I think in most cases it will work better this way.

Link to comment

The problem was caused by some reverse logic that ensured ONLY reflection cameras would have shadows enabled. Fixed now.

Link to comment

Man you're fast!

 

You can ignore the question about the prefab change, it was a misunderstanding on my end.

 

I was aware that the cage was changed a while back and it makes sense. I was referring to the lights inside the elevator shaft as it descends in "07-AI and Events.map". I noticed that the barrels there weren't casting shadows and when I checked the prefab it's "Cast Shadows" field was set to static. At first I assumed that had changed, not realizing that the light inside the prefab was still static+dynamic+buffered and it was a rendering issue.

 

Thanks again for dealing with it so quickly

  • Upvote 1
Link to comment

Actually, I've tested the terrain rendering on my both Ubuntu AMD machines - a desktop and a laptop - and it is screwed in the beta as well in the stable version.

 

What is more, there is something wrong with the terrain collision detection, since a character sinks about a meter in in the ground, so the FPS player sees often things beneath a ground level.

Link to comment
Guest
Add a comment...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...