VReaperV

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Were you using `r_materialSeparatePerShader` perhaps? There are some linear searches in `ProcessStage()` and `AddStage()`, but they're normally not an issue because it only searches over at most a few dozen...

No idea then. It always runs very fast for me.

> Unlike most particles, the flames are not entityMergable so there is a huge amount of draw calls and texture switches for them. IIRC when I tested it, the actual...

Huh, it might actually be an issue I ran into in https://github.com/DaemonEngine/Daemon/pull/1489 as well. I thought I'd moved the code wrong, but perhaps not.

Also, I think the issue is engine side - it doesn't look like rotation is applied when calculating bounds.

> We could use SDL3's APIs to try to configure true fullscreen modes. A supposed advantage of this is improving performance by bypassing layers of compositing on certain systems. But...

Yeah, I got that one too, though IIRC it did print the staktrace. Maybe it fails to stack unwind properly or something.

Thanks for the write-up, that was very informative. > One big drawback is that we have not yet figured out how to generate these navigation meshes for walls and ceilings....

This would, among other things, fix #2083 (right now it's implemented to some degree, but it's very limited) and #2082.

> > Is this a limitation of recast or something on our end (or perhaps a difficulty in making alien bots wallwalk between surfaces)? > > Reading the recast source,...