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Cube 2 sauerbraten octree
Cube 2 sauerbraten octree




cube 2 sauerbraten octree
  1. #Cube 2 sauerbraten octree how to
  2. #Cube 2 sauerbraten octree code

CPU hits for the map and wiremap on hit anywhere from 10% up to 20% in short bursts.įor a static, absolutely flat heightmap that will not be changing, that's ridiculous, imo. without any objects in the scene, at game start. I'm guessing that there are real fundamental issues here, and that we should see this area as a serious optimization area worth some time spent.

#Cube 2 sauerbraten octree code

I saw various notes in the ground-drawing code that said that some of SJ's hackish stuff was still in there, and presumably hasn't been fixed. I wish I could, frankly, it's a pretty messed-up area, and I know jK and Kloot are both busy on things that are more important atm.

#Cube 2 sauerbraten octree how to

I'll be the first to say, I don't know how to address this, or even have a (crappy) clue as to where to go- this is way outside my comfort zone with rendering systems. for something that should be a quad, on a flat map, then tessellated only enough for the quite-large texels of the shadowmap. We're talking loads of tens of thousands of triangles. Repeated tests have revealed that the CPU hit is not trivial, when you add in groundscars, because they're being inefficiently tessellated, CPU-side, then are being tessellated again by the vertex and fragment programs. I dunno what the circle is, anybody have any idea what we're seeing there?ģ. See the density of triangles near the bottom? I think it gets even smaller nearer and nearer the bottom, we just can't see them- my guess is that eventually the sub-divided squares are one texel in size. When the camera is near the center of the world, you see this, with wiremap on: It's almost like the renderer is treating heightmap squares in isolation, instead of the entire heightmap that's within the view frustrum. Instead, wide flat areas should always be very efficiently tesselated to a very low triangle count. According to what I read about how that algorithm I talked about last week is supposed to work. and found that flat maps offer practically no real performance advantages over hilly ones. I tested this because I'm trying to figure out how to wring enough performance from Spring to get really complex visuals on people's screens. I'm seeing hundreds to thousands of triangles where I should see a few dozen at most, on tests with perfectly flat surfaces. I've seen a number of other disturbing things:ġ. This is a perfectly-flat heightmap with ground deformation OFF, btw. It's a little hard to see, but the weird "fuzziness" on those dots (which are caused by whatever bugs are present in the shadowmap code atm). Check this little enlargement of a screenshot I made today: This is in addition to the problems with shadows, which appears to a totally separate problem. They're tessellating far more than they need to. We know spam when we see it and will delete it.Ok. This means things like repetitious posting of similar content, low-effort posts/memes and misleading/exaggerated titles on link posts. We all need to support each other to help GNU/Linux gaming grow. If it's a link post, think about writing a comment to tell us more - the more you engage with us, the more we like it. If you've ported your game to Linux or created some GNU/Linux-gaming-related content (reviews, videos, articles) then, so long as you're willing to engage with the community, please post it here. Remember you are talking to another human being.ĭevs and content producers. Heated discussions are fine, unwarranted insults are not. Please flair tech-support requests as tech support and re-flair them as answered if an answer has been found. This wiki page can help you gather system information.

cube 2 sauerbraten octree

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cube 2 sauerbraten octree

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Cube 2 sauerbraten octree