VReaperV

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Something like 128 or 256 seems to be a reasonable probe spacing that balances the amount and distribution. With 128 some of the largest maps that we have (e. g....

> Did you mean MB? If a probe uses 6 * 32*32 * 3 bytes that's 18K so you could only store a handful of them with that much memory....

> Cubemaps can only be built after loading a map. I don't quite remember what I meant by that, but probably that cubemaps can't be distributed in a dpk. Given...

> The required cvar combinations to use static reflections are unclear unless you look at the code. This is fixed for the option in settings, but not for the console....

Hmm, that's interesting as I got slightly lower fps on metro and habitat with https://github.com/VReaperV/Daemon/tree/material-stages-tex. I'm guessing it's down to a difference in how the drivers are handling the respective...

It looks like the perceived slowdown I was getting was actually due to bugs on master, now I get same or higher fps on the branch above.

Hmm, interesting, I got slightly better performance with the test-no-multidraw branch, but maybe that was just a fluke. It's interesting that habitat now shows better performance with material system than...

Oh, btw @illwieckz , what result do you get on master/test-no-multidraw without `r_materialSystem`, and on master with `r_materialSystem`, while using `r_profilerRenderSubGroups on`? I'd be interested in a screenshot from the...

I've been thinking that by quantising the stage data and offloading textures to a buffer with a fixed layout might improve this further. For context, right now each drawSurf gets...

On `habitat` I reproduce this by just loading the map: ![Image](https://github.com/user-attachments/assets/2cf9cd08-0b1d-4ef9-855a-ce04cc55a182)