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Author Topic: [0.97a] GraphicsLib 1.9.0  (Read 759056 times)

Maethendias

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Re: [0.95.1a] GraphicsLib 1.6.1
« Reply #210 on: January 15, 2022, 08:28:29 AM »

i noticed that graphics lib makes performance in combat... "unpleasant"

constant microstutters when things start happening, have already pinpointed the problem to be graphics lib specifically.

problems only started appearing after updating graphics lib to its current version.
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Dark.Revenant

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Re: [0.95.1a] GraphicsLib 1.6.1
« Reply #211 on: January 15, 2022, 09:09:01 PM »

CPU/GPU models?

The only thing that was changed was one of the distortion shaders.  Try disabling distortions in the options to see if it goes away.
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Maethendias

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Re: [0.95.1a] GraphicsLib 1.6.1
« Reply #212 on: January 16, 2022, 01:33:57 AM »

i tried disabling and enabling a few things already, without success (aside from disabling shaders alltogether)

i7 -4790 and gtx 1050
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Dark.Revenant

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Re: [0.95.1a] GraphicsLib 1.6.1
« Reply #213 on: January 16, 2022, 05:02:12 PM »

Which settings?
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Histidine

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Re: [0.95.1a] GraphicsLib 1.6.1
« Reply #214 on: January 16, 2022, 05:11:35 PM »

Also how many mods? My own 1050 can handle only so much faction mod content before its 2 GB VRAM gets used up completely in battles.
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Maethendias

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Re: [0.95.1a] GraphicsLib 1.6.1
« Reply #215 on: January 17, 2022, 03:33:36 AM »

Also how many mods? My own 1050 can handle only so much faction mod content before its 2 GB VRAM gets used up completely in battles.

1, i allocated 4gb, 2 i tested graphic lib by itself, also happens even in missions
« Last Edit: January 17, 2022, 03:39:37 AM by Maethendias »
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Maethendias

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Re: [0.95.1a] GraphicsLib 1.6.1
« Reply #216 on: January 17, 2022, 03:38:32 AM »

Which settings?


default mod settings (the only things i changed are the header flags, you know "enable/disable bloom" or "enable/disable distortions", )

starsectors settings, 100 ui scaling, no anti, 1920 x 1080, windowed fullscreen, vsync yes, no devmode, and i think thats it

it has to have something to do with the shaders, cause like i said, disabling them alltogether fixes that stuttering
« Last Edit: January 17, 2022, 03:43:38 AM by Maethendias »
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Histidine

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Re: [0.95.1a] GraphicsLib 1.6.1
« Reply #217 on: January 18, 2022, 04:39:09 PM »

Quick check: Is this a laptop or such with an integrated card, where the GTX 1050 maybe isn't being used with Starsector?
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Maethendias

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Re: [0.95.1a] GraphicsLib 1.6.1
« Reply #218 on: January 18, 2022, 11:10:50 PM »

Quick check: Is this a laptop or such with an integrated card, where the GTX 1050 maybe isn't being used with Starsector?
nope, full tower setup
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BreenBB

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Re: [0.95.1a] GraphicsLib 1.6.1
« Reply #219 on: January 20, 2022, 08:58:59 AM »

Interesting, new graphic features are planned? I think good one is ability to repaint ships, like many games have ability to paint weapons/vehicles via color overlay and hue shifts, using black and white masks to determine parts of textures which doesn't need to be painted. I think its neat and more noticeable feature that normal maps. The idea is make faction ships to have same color scheme without actually making alot of .skin files of same ships, and make player faction look more uniform for example, less like different colored mess.
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Ruddygreat

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Re: [0.95.1a] GraphicsLib 1.6.1
« Reply #220 on: January 20, 2022, 11:55:31 AM »

Interesting, new graphic features are planned? I think good one is ability to repaint ships, like many games have ability to paint weapons/vehicles via color overlay and hue shifts, using black and white masks to determine parts of textures which doesn't need to be painted. I think its neat and more noticeable feature that normal maps. The idea is make faction ships to have same color scheme without actually making alot of .skin files of same ships, and make player faction look more uniform for example, less like different colored mess.

Creating ship skins on the fly is outside of the scope of the mod and would probably be a pain in the ass to implement, alongside looking awful (more work than you'd think goes into making a good looking skin, they're not just simple masks!)

BreenBB

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Re: [0.95.1a] GraphicsLib 1.6.1
« Reply #221 on: January 20, 2022, 01:21:38 PM »

Many games have their weapons/vehicles paintable via masks, and its looks good, and if possible to implement normal maps and lighting effects with custom masks, this one is definitely possible, just overlay colors or make hue shifts. Speaking of scope and relevance, its same visual thing like normal maps and other graphic features. Just interesting why people against it, its much more noticeable and rather than normal maps ingame.

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Tartiflette

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Re: [0.95.1a] GraphicsLib 1.6.1
« Reply #222 on: January 20, 2022, 01:49:44 PM »

Most of those games are either 3d games that can use layered shaders, or 2d games designed from the ground up for that feature by leaving areas feature-less and color-less so that those can be tweaked.

As you said, adding this feature to Starsector would imply creating masks for every unit in the game, for vanilla and every mod. That is a ridiculously huge undertaking, and a significant drain of Vram.

TLDR, however nice it would be, it's just not practical to implement.
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BreenBB

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Re: [0.95.1a] GraphicsLib 1.6.1
« Reply #223 on: January 20, 2022, 02:11:11 PM »

That is a ridiculously huge undertaking, and a significant drain of Vram.

This can be said for this normal map feature, also requires effort of making normal maps for every ship too and uses vram too. Main advantage of mask method though, its what I think it will definitely consume less vram and time rather than making different colored ships as .skin. and making like ten of different colored Eagles for example.

Well it was just a suggestion, in case if something new is planned, and speaking of creating masks for every unit, it also not necessary it could be optional option for a modders, since yes, it will take time.
« Last Edit: January 20, 2022, 02:13:26 PM by BreenBB »
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Tartiflette

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Re: [0.95.1a] GraphicsLib 1.6.1
« Reply #224 on: January 20, 2022, 10:41:08 PM »

Each mask will consume _exactly_ as much Vram as one normal map, or as one skinned ship sprite. Uncompressed images are just like that. Unlike normal-maps however, you can't shove your sprites into a conversion software to automate the entire process of making masks.
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