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Posts posted by Josh
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- Make LWE deployable to lower end specs (and I don't mean 300bucks mini laptops, but for example I can run L4D2 on a GeForce go 7600, but I can't run leadwerks at decent framerates).
Yes you can. Turn off shadows.
Left 4 dead uses a combination of static lightmaps and single projected shadows, with vertex colors for lighting of dynamic objects. This is the approach I used to use before version 2.0 came out. I will never again implement a bsp-based engine like this.
One consequence of a uniform lighting model like STALKER and Crysis use is that on low-end cards the older engines may actually look better than the newer one with settings lowered. The same was true when HL2 came out; the fixed-function renderer was so simple it looked worse than Quake 3.
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It's easier to desaturate a saturated image than saturate a desaturated image.
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I don't really care. I can see you are a 2.3 owner, so it doesn't matter to me.
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I guess everyone is saying you can if you are willing to learn how, but they also want you to know your chosen genre is one of the most ambitious out there.
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It may be available within a week.
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I would wait and not do this right now.
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Fog?
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The X1550 actually isn't supported because it can't perform texture lookups in the vertex shader, which is why the terrain maps crashed.
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Ah, I think he just used one of their tools to make renders.
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I hired this company?
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Intellectual property is certainly a convention like a patent or trademark is, and not the same as a physical object. However, if you want a market for software to exist, it is necessary to adhere to and enforce this convention.
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Directional lights render the scene 16 times???
The directional light texture used is twice the dimensions of the shadowmap size you specify, so the multiplier would be four.
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No, this was fixed last week and uploaded.
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Not only does piracy result in a loss of potential sales, it also increases my time spent supporting the product, because pirates tend to be some of the stupidest users.
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Where are you getting ten from?
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There is no reason I know of that Vista should not be able to run 3DWS.
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Your performance actually seems pretty good considering the card. You're rendering about 500,000 trees at 30 FPS with dynamic lighting on a GEForce 7? How is that bad?
I can't really comment on the load times. It doesn't make sense to me why that would be slow. Perhaps the card has a low memory bandwidth, in which case the best thing would be to lower the texture quality and reload the scene.
This is a sort of related topic, although I don't think multithreading would do anything for your performance on this machine:
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4 bytes per pixel x 4096 x 4096 x 6 / 1024 / 1024 = 384 mb.
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A 4096 sized shadow map on a point light will use 384 mb of video memory.
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On lower specs I want my game to look like source (old version, be4 L4D) mods, with same framerates. How higher the specs, how better I want the game to look without loosing some framerate.
That's easy. Render straight to the back buffer with no lighting. It will look terrible, but it will be fast.
I'd be interested in hearing some definite framerates on your machine for the editor with one of the included scenes opened, at the default window size.
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I uploaded a slightly modified version of hooks.lua.
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That blog is just speculation, and some of the things he says are very incorrect. For example, he is suggesting the large world was achieved by combining one super low-res heightmap with a high frequency detail heightmap.
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The way we are handling the forum now is a big improvement.
Improved Point Light
in Programming
Posted
A 4096 shadowmap size means a texture that is 8192x8192 will be used.
Grass shadows are adjusted on a global (options>configuration) and per-layer basis.