Tempust85 Posted February 15, 2016 Posted February 15, 2016 On the maps in MBII I get 30-40fps with and 95-100fps without.
Xycaleth Posted February 15, 2016 Posted February 15, 2016 That's odd. I wouldn't expect that much of a difference. What post processing effects do you have turned on?
Tempust85 Posted February 16, 2016 Posted February 16, 2016 Not sure what would be post processing effects but I just have HDR, normal maps and forced sun.
Xycaleth Posted February 16, 2016 Posted February 16, 2016 So what I can remember, post processing includes: r_tonemap, r_dynamicglow, r_ssao. Try turning each one off? Multi sampling can make things slower too I think (in the post processing stage). Can't remember the cvar
UniqueOne Posted February 16, 2016 Posted February 16, 2016 I suggest you run a GPU usage monitor tool and check if your video card is running at (close to) 100% usage. If not then you are most likely hitting a CPU bottleneck, maybe caused by r_cubemapping if it is on. Sunlightmode 2 is also really bad if that is on due to rendering multiple views each frame.
Xycaleth Posted February 16, 2016 Posted February 16, 2016 But DT mentioned his FPS drops only with postprocessing enabled. All of that is contained in the RB_PostProcess function. Smoo likes this
UniqueOne Posted February 16, 2016 Posted February 16, 2016 But DT mentioned his FPS drops only with postprocessing enabled. All of that is contained in the RB_PostProcess function. Indeed, but if it's not running at 100% the hit to overall FPS gets greatly exaggerated. If he has a 1gb vid card, enabling texture compression might also help.
Tempust85 Posted February 16, 2016 Posted February 16, 2016 Seems that ssao was the culprit. Well I just found something interesting regarding lights. It seems you can compile maps to keep the lights as entities within the BSP. This will no doubt drive up the entity count, but it may be a way to get those shadows working with all lights rather than just from the sun. Archangel35757 likes this
Stoiss Posted February 16, 2016 Posted February 16, 2016 Sunlightmode 2 was the bad guy in warzone rend2 version. when i turn it off it had really good fps there after
Xycaleth Posted February 16, 2016 Posted February 16, 2016 Ssao is broken as far as I remember it didn't look great anyway so better to leave it turned off Tempust85 and SomaZ like this
minilogoguy18 Posted March 18, 2016 Posted March 18, 2016 Anything new on this? Makes me sad when it's not at the top of this section.
ensiform Posted March 18, 2016 Posted March 18, 2016 It's near dead. Won't say dead because then I'll get bashed but it's pretty close.
Xycaleth Posted March 19, 2016 Posted March 19, 2016 Can neither confirm nor deny that progress is being made. minilogoguy18, Omicron, Tempust85 and 2 others like this
ensiform Posted March 19, 2016 Posted March 19, 2016 Why the cryptic text? Either you are or you aren't or someone else.
Futuza Posted March 19, 2016 Posted March 19, 2016 Why the cryptic text? Either you are or you aren't or someone else.I think he's making a joke, we all know it'd dead.
ensiform Posted April 3, 2016 Posted April 3, 2016 Exactly. I heard some #rumorzandspeculations about rend2. Tempust85 likes this
Tempust85 Posted April 3, 2016 Posted April 3, 2016 Xycaleth would make a good government agent. Just replace "Can neither confirm or deny that area 51 exists" with "Can neither confirm or deny that rend2 is still in development"
Xycaleth Posted April 3, 2016 Posted April 3, 2016 Sorry for keeping everyone in the dark. I just needed some time away from rend2, and some space just to work on things without feeling like people were waiting on me. I started working on rend2 again (on and off) about two months ago. I didn't tell anyone (except for a few people) so I don't have people asking me to add feature X or feature Y all the time. It gets tiring, and I feel like I'm letting these people down because I feel like it's something I could add, but with so much to do, I don't know when or if I'll be able to get around to looking at it. I'm figuring things out as I go so a lot of what needs to be done, goes at snail's pace. Add to that the fact that I lose motivation to work on long projects fairly often, it can be a bit frustrating. Now I'm getting back to it, I want to just get the vanilla parity up to scratch. Surface sprites are mostly done, and I wanted to do fog and/or weather next (they're kind of intertwined). Here's the first screenshot of the year: Surface sprite density has been increased for testing, to see how it affects frame rate. And as a bonus, I have a new Nvidia 970 card now The dev tools from Nvidia appear to be much better than AMD's (from what I can see so far) minilogoguy18, Circa, Boothand and 8 others like this
minilogoguy18 Posted April 3, 2016 Posted April 3, 2016 I totally think you should maybe add "(read first post)" to the thread title and state in bold that NO requests or changes of any kind will be taken until the render engine works as originally intended. Omicron and AshuraDX like this
Archangel35757 Posted April 3, 2016 Posted April 3, 2016 @@Xycaleth - great news! @@DT85 - does the v1.9 dotXSI exporters fix the mesh normals for Rend2 compatibility?
Xycaleth Posted April 3, 2016 Posted April 3, 2016 ^can do that for you if you need me toI'd like the first post to at least point to what I'm roughly working on. I'll post again when I have the details figured out.
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