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Re: What are you working on?
[Re: Kartoffel]
#464272
02/01/17 10:40
02/01/17 10:40
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Joined: Dec 2011
Posts: 1,823 Netherlands
Reconnoiter
Serious User
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Serious User
Joined: Dec 2011
Posts: 1,823
Netherlands
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, could you name the exact number? 92°C GPU temp? That doesn't look too good. , warms up the room nicely, like those old monitors
Last edited by Reconnoiter; 02/01/17 10:45.
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Re: What are you working on?
[Re: Reconnoiter]
#464282
02/01/17 22:31
02/01/17 22:31
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
Expert
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Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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I played around with raymarching again and did some experiments about what black holes might look like. (click for a few more images)Note that this is only an approximation. Also, I did not have a good space skybox at hand, sorry
POTATO-MAN saves the day! - Random
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Re: What are you working on?
[Re: Kartoffel]
#464307
02/03/17 18:55
02/03/17 18:55
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Joined: Dec 2011
Posts: 1,823 Netherlands
Reconnoiter
Serious User
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Serious User
Joined: Dec 2011
Posts: 1,823
Netherlands
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Anyone here working with high poly animated models? I have some high poly enemies (~2/3) and my fps goes rock-bottom fast when I ent_animate them. (~13500 faces and 36 bones) Is Acknex just not optimized for this or is animation like this heavy in general?
Last edited by Reconnoiter; 02/03/17 18:57.
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Re: What are you working on?
[Re: Reconnoiter]
#464308
02/03/17 18:57
02/03/17 18:57
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
Expert
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Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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Depends. Acknex supports gpu accelerated bone animations afaik, these should work.
POTATO-MAN saves the day! - Random
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Re: What are you working on?
[Re: Ch40zzC0d3r]
#464310
02/03/17 23:12
02/03/17 23:12
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Joined: Dec 2011
Posts: 1,823 Netherlands
Reconnoiter
Serious User
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Serious User
Joined: Dec 2011
Posts: 1,823
Netherlands
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Im using the bone shader and its very fast. But needs some fixup when using it together with pssm shadows which depend on the animation , interesting idea, I gotta check that with shade-c (evo). Also I did found out that setting 'max_bones = 1;' (default is 4) helps a bit for the fps without noticeable losses it seems.
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Re: What are you working on?
[Re: Reconnoiter]
#464313
02/04/17 08:19
02/04/17 08:19
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Joined: Jun 2007
Posts: 1,337 Hiporope and its pain
txesmi
Serious User
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Serious User
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
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Is Acknex just not optimized for this or is animation like this heavy in general? 13.5K polygons sounds like a lot. 5K are normaly enough for a high defined human character, less when is farther away. Salud!
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Re: What are you working on?
[Re: txesmi]
#464399
02/10/17 14:33
02/10/17 14:33
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Joined: Dec 2011
Posts: 1,823 Netherlands
Reconnoiter
Serious User
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Serious User
Joined: Dec 2011
Posts: 1,823
Netherlands
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Does anyone know how to change camera.clip_far in the middle of a map with shade-c (evo) running?
I want to optimize maps by limiting the clip_far at some places in the map where there is also fog, the problem is as soon I change the clip_far I get weird shadow effects (somewhat similar to setting the wrong shadow bias). Normally these settings are set with or before shade-c settings/init. So I tried simple loading shade-c again but that gives the error "Script crash in sc_forward_destroy" (maybe cause I did not properly destroy the previous shade-c thingy?). (so far I can't find a destroy_sc or something like that)
Last edited by Reconnoiter; 02/10/17 14:34.
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