Jeremy L.
Jeremy L.
Per @ozxybox: > If there is a separate bug from models rendering at world origin, can we open a separate issue for that? The world origin bug is fixed now...
@peefTube is this still an issue?
Is this due to the `distvariant` parameter or the `^` distvariant sound char, which defines how th sound should be spatialized? I don't think any of my changes to add...
Sorry for the delay looking into this. I presume `soundentry_version 2` hands off some management to the sound operators system, but I need to confirm. Likely a way to maintain...
It almost looks like you have `r_shader_srgb 1` enabled. This is what my game looks like with `r_shader_srgb 1`  And this is normal, without srgb 
This can be fixed with `mat_tonemapping_occlusion_use_stencil 1`. Usually this is set by dxsupport, but it doesn't have all GPUs.
Can anyone reproduce this? @AWildErin says their setup is similar and works
We will probably limit cubemap size and fix this crash. Anything over 1k is insane lol
when they're being built, cubemaps render to a RBGA32F render target. That means mip0 is: - ~17GB for 32k - ~4GB for 16k - ~1GB for 8k - ~268MB for...
What benefit does that even have