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Messages - Sir Blackington

#16
Id tech 5 Discussion / Re: The Evil Within
November 08, 2014, 06:04:18 PM
Admittedly rage did run poorly with lots of pop in on my hd 7770 before I tweaked the crap out of the game. Stick in my weak nvidia 630 and toss on texture transcoding, no tweaks and it ran flawlessly.

Btw how are they doing the texture transcode for this game when using amd cards now? I remember rage pretty well maxing out my cpu struggling to get it done, just now with the evil within, it was asleep and no pop in.
#17
Id tech 5 Discussion / Re: The Evil Within
November 08, 2014, 03:36:54 PM
Totally agree with u friar on the texture pop in on ue3 games. Titles like chivalry, red orchestra, tribes ascend, rise of the triad, hell I could keep going, is VERY apparent but you never hear anyone complaining in those situations. Also play mechwarrior online which is cryengine and do t really remember that being an issue off the top of my head. The changing lod on the terrain surfaces blocking my lasers though...
Also played the alpha of evolved for a very short period of time, texture pop in was fine (ce4 apparently)
#18
Content for Games/etc. / Re: Taking content requests!
October 23, 2014, 09:54:30 PM
Biel is of the same mind as I when it comes to ambient occlusion, and though I would like to discuss that further, its not really meant for this thread. As for foliage, bright outdoor areas in idtech4 usually use a lot of non shadow casting, or ambient light to simulate indirect lighting. In these cases, its hard to argue against the use of ao.

Back to my question. IF one could light an outdoor area with few little non shadowcasting light ( putting aside how lousy it may look for the sake of arguement ), and also have alpha surfaces cast shadows, would ao specifically for foliage still be that much of a nescessity?
#19
Id tech 5 Discussion / Re: The Evil Within
October 22, 2014, 09:49:50 PM
I replied much earlier but it didn't post for some reason. To summerize:
Wow, excelent responses. you hit what I was curious about for so long right on the head.

Also your rig is far from being low or even mid range so I woukld have trouble thinking of much that would run poorly on it.

Your also right about not immefiatly seeing any noticeable transition between indoor/ point lit areas to outdoor with more what could be indirect lighting. I was expecting to see something that looked more like mostly baked, realtime lighting inside and then switch to baking in most of the indirect lighting outside, but its just so hard to tell what they did.

Anyone else have theories based on that video posted?
Also, am I wrong in guessing that this is all still foward rendered? It doesn't seem like there would be huge motivation to go to the trouble of going deferred in a game like this where there are seemingly few light sources, usually not oveerlapping much.
#20
Content for Games/etc. / Re: Taking content requests!
October 22, 2014, 03:23:12 AM
Out of curiousity, doesn't BFG support megatextures? And if so, can't they be used the same way to bake ao under foliage? Also does BFG also have that same entity limit?
I have to say, as much as I'm not in a hurry to get AO ( me and zombie are on completely different ends on this ) it does really help make foliage especially bushes on a larger scale feel full and as he put it "grounded". Played around with ao in other games like arma and dayz, makes a big difference.
#21
Id tech 5 Discussion / Re: The Evil Within
October 22, 2014, 03:14:41 AM
You said the performance is good. You mind sharing what settings and what kind of rig? Also hows the texture detail close up compared to rage and wolf respectivly? Do you or enemies use a flashlight or lamp of anykind to show off the dynamic shadows? Are there any transitions from enclosed areas to open areas and how's the lighting feel in comparison to eachother?
I know my post is a little brief and sparse in questions but I Gtg back to work
#22
Id tech 5 Discussion / Re: The Evil Within
October 20, 2014, 12:32:43 AM
Saw the small bits of gameplay a while ago. The real thing that got me excited was that it looked like a lot of the lighting and shadows were real time, but the fotage was too short. What your telling me is exactly what I wanted to hear, thanks
#23
Good post, Ya you have to pay for the stuff but a big question when it comes to making your own stuff with idtech4 is always where your going to get assets that aren't related to mars/hell. This is one of the answers, keep them coming. Thanks motorsep
#24
id Tech 4 WIP / Re: BladeYautja
August 25, 2014, 03:46:03 AM
U can Skype smokes now? Where have I been?
#25
Strutt your stuff! / Re: Doom 3 BFG mod launcher
August 19, 2014, 07:13:05 PM
Same here on the pom front. Wasn't perfect everywhere, but when it worked it really brought things out. Gj on porting those mods. I have yet to try phrozo's particle thing but I'm really eager to get it going. Havnt done anything with doom since my he 7770 died
#26
Welcome! / Re: So, the community dissolved??
August 19, 2014, 07:06:50 PM
I think I finally get the symbolism behind ur avatar then
#27
Welcome! / Re: So, the community dissolved??
August 18, 2014, 09:36:38 PM
Completely staying on topic, friar, are you married?
#28
I went to the git, amd I didn't c anything about glossmap support. Is it using the specular multiplier?
#29
Welcome! / Re: DOOM To use idTech 6
July 18, 2014, 07:49:49 PM
I didn't want to say it Anthony, but that's the road I was thinking. It wouldn't make a whole lot of sense for them to just toss idtech 5 out in the trash after so much work was put into it straight from thier wallets. Also I doubt half of the stuff that was mentioned for idtech 6 could even remotly run on xbone and ps4. And then as u mention, the overhaul in staff... As sad as all that stuff is, having a brutal doom 2ish game on a modern engine should soften the blow a great deal
#30
id Tech 4 Mods / Re: Quake 4 Mod - False Dawn
July 18, 2014, 06:57:01 AM
I should really get q4 huh