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Re: Engine demo
[Re: ello]
#184195
02/18/08 00:10
02/18/08 00:10
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Joined: Sep 2003
Posts: 9,859
FBL
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 9,859
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The demo is not THAT bad if you ask me. I pretty much like the look of it, although some shadows are pixelated. - and never underestimate the power of fakes  There still needs some work to be done like the jerky camera rotation when using the mouse, and the bugs when resolution switching. Maybe some more lighting stuff can be added. I'm thinking of dynamic lights which could be used when firing weapons or maybe some dark passage where one of the soldiers controls a flashlight? However, I don't think it really is that bad as people here pretend it to be.
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Re: Engine demo
[Re: FBL]
#184196
02/18/08 08:06
02/18/08 08:06
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Joined: Jan 2004
Posts: 513
mpde
User
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User
Joined: Jan 2004
Posts: 513
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Re: Engine demo
[Re: mpde]
#184197
02/18/08 09:15
02/18/08 09:15
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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Thanks for the link.
I also found this at the beta page:
"fps_max now uses a CPU loop for small idle times, which reduces the 'stuttering motion' problem on levels with high frame rate."
Is this a very fast reaction to the jerky camera problem of the lighting demo?
If that is the case then I would like to thank for this fast reaction. This is great. So making official demos is really a good decision to realize real problems on real projects and overcome their issues. This is the right way. Thanks.
Models, Textures and Games from Dexsoft
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Re: Engine demo
[Re: Machinery_Frank]
#184198
02/18/08 09:31
02/18/08 09:31
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Joined: Jun 2005
Posts: 4,875
broozar
Expert
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Expert
Joined: Jun 2005
Posts: 4,875
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thoughts about the venice demo: the water shader is hl2 quality, though it is not transparent which should be no problem in dx9, should it? the overall fps is really bad, it jumps between 29 and 40 @ athlon 64 dula core, 2 gig ram and gf 7600 gt. for just blocks and one shader surface, it's awkward. if the level was crowded with detail, ok, but it looks like it's been vacuum cleaned just before the player arrives. the overall lighting is sterile and highly unimpressive. i felt reminded on the tomb raider 2 venice level: except for the water shader and the lowres textures, it doesn't differ much, esp. regarding the lighting. the weather effect is a really nice idea.
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Re: Engine demo
[Re: broozar]
#184199
02/18/08 09:49
02/18/08 09:49
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Joined: Sep 2007
Posts: 1,093 Germany
Toast
Serious User
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Serious User
Joined: Sep 2007
Posts: 1,093
Germany
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Well I liked the 2nd demo much more than the first. Although it also has some issues:  I don't know why but I always have those 3 lines of grey minus signs on screen all the time. Then there is the water shader which is somewhat nice but the reflections really are jaggy. I'm not 100% sure but if I'm right this was already done better in Half-Life 2. I also seem to have a probem with those red poles:  Might be a driver issue or something like that though... Well apart from that there are only some minor issues i.e. the scene is pretty boring (still no free flight mode) and the chimney smoke with its like 6 step animation also isn't looking all too good. You also might want to add like metal poles with a sphere on its top which have some environmental mapping or even real reflections to show off some more stuff than just the water reflections (because for just this you might better have constructed an inhouse pool with a more interesting scene and maybe some rubber ducks & stuff to throw into the pool to show physics too)... Enjoy yor meal Toast
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Re: Engine demo
[Re: Nems]
#184202
02/18/08 11:40
02/18/08 11:40
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Joined: Apr 2005
Posts: 4,506 Germany
fogman
Expert
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Expert
Joined: Apr 2005
Posts: 4,506
Germany
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No lightmap, it looks to flat if you ask me. I like the weather effects, though. It seems that the level comes from wetain: Quote:
"2008-02-15 weinhold NEW: * added improved overlay material for all trees CHG: * changed start/help screen * removed water splash speed from the rain effect * changed splash creation technique
2008-02-14 weinhold NEW: * initial commit"
no science involved
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