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rd-rend2 (old thread)


eezstreet

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Posted

No idea, but I have been told in the past (don't remember who) that there is an object limit in the code. But what really confuses me is, if there is a 32 limit then why does my Jedi HM model work when it has well over 32 objects? Maybe the limit doesn't do anything or maybe the info I was told is wrong.

Posted

Files: FXExport.cpp, FxPrimitives.cpp, FxScheulder.cpp and FxSystem.cpp are located in ojk.exe, not in renderer :\, can we move it?

Posted

What purpose does moving them into the renderer solve? They don't actually do any sort of rendering.  It just makes basic calls to the export system.  Don't want to bog it down with even more bloat.  The font and language code is still in there and doesn't need to be per-se as it is.

Posted

Yeah I'm not really understanding why you want to move things around/what you want to accomplish?

JKG Developer

Posted

there was some talking when OJK was started to add bullet physics engine is this still a feature plan there is beeing thinking about ?

Posted

We aren't planning/going to add any 'good' physics no.  And certainly not in a renderer.

 

Not of the main scope of OpenJK.

Posted

I'm not sure we managed to get from moving the efx (I.e. Particle system purely for visuals) to meaning you would get better physics ;p

 

In other news, I'm procrastinating from doing the weather system by making some optimisations which should give a nice performance boost. Should be done within a week or so :)

Tempust85 likes this
Posted

I'm not sure we managed to get from moving the efx (I.e. Particle system purely for visuals) to meaning you would get better physics ;p

 

So there will never be a good physics?  :

Posted

So there will never be a good physics?  :

Nothing is stopping you/someone else from implementing it yourself in a separate branch though.

JKG Developer

Posted

WRT anti-aliasing, you don't really need beyond 4x to be honest. Unless you like counting in seconds per frame instead of frames per second

Posted

Great success: I've finished writing the code for the performance improvements!

 

The bad side of it is that I now get 5 frames per second on FFA3 :P So I got to find where the bottleneck is now.

Futuza and Archangel35757 like this
Posted

Any possibility of SMAA being added as an antialiasing option?

 

https://github.com/iryoku/smaa

 

To quote myself from earlier:

 

No need, we can use MSAA.

 

There's pretty much no reason to use any other anti-aliasing technique except for MSAA unless you can't use MSAA (if you have a deferred renderer instead of a forward renderer).

 

MSAA is Multisampling Anti Aliasing. Reading the SMAA page, it says:

Finally, the technique has been specifically designed to clone (to a reasonable extent) multisampling reference results.

So why clone the results, when you can simply produce the correct results in the first place? :)

Posted

It achieves nearly the same thing while giving almost no performance hit. Not a big deal in a game as old as this, but hey. Not everyone is running a GTX 770 like myself :P

 

4_14_Antialiasing_Graph.png

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