temx
temx
Yeah, that's by design. The good news is you need to set protocol 999 **and** load something that uses (not just declares) `scale`, so hopefully it won't cause a lot...
BTW that's regarding network/demos - savegames shouldn't be affected. I just tested and I can load one just fine in 0.93.2. It it failing for you?
`sv_main.c`: the changes seem to be redundant with lines 794-797 (just above). The `39` in line 1899 should be raised to `40`.
Assuming this is from the OS shell, you can set your `.dem` handler to launch vkQuake with the appropriate parameters. For example in Windows you can use a `cmd` file...
Maybe grabbing from somewhere else than the swapchain might help? That'd also allow hidding some HUD elements or notify strings in screenshots.
Unless I'm misunderstanding something, the GUI is already rendered on a separate render pass. The Screen Effects compute shader runs in the middle (and if using `WATER_WARP` it already reads...
IIRC using smaller render targets would require more of them (two are needed to run the screen effects, and if they're smaller a new larger one wold be needed for...
The subgroup stuff too? The screen effects path could be repurposed to do "supersampling downsampling" as it did before. Not sure if many people would want to use that.
These were removed by Fitzquake 0.6. They were hardcoded for certain glass textures. https://user-images.githubusercontent.com/24851409/230679921-7a2c5d44-bbf6-4aba-927c-73a80616d16d.mp4
> This probably originated from moving the lightmap calculations to world space instead of texel space. I don't think that's related, this is an original Quake limitation where surfs are...