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Violet City lag

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Darkfire

Administrator
Administrator
P3D Developer
I am not back to 60 yet but i got marked improvements in my average this week(and back to 60 at the battle screen)
 

DracoHouston

Kolben Developer
Contributor
I am not back to 60 yet but i got marked improvements in my average this week(and back to 60 at the battle screen)
i have offset maps on 75, debugger attached, in debug build, with batch drawing

one of the groups thats being drawn in 1 draw call is over 1000 floor tiles, that all used to get drawn individually

(its not done yet if you're wondering why it looks messed up)
 

DracoHouston

Kolben Developer
Contributor
here's a cooler set of pics to look at




check out the game with texture filtering on lol

i think we gotta let ppl turn this on though so they have nice filtering on high res texture packs
 

Bgrmystr2

Trainer
here's a cooler set of pics to look at
Woah.. xD That first image.

i think we gotta let ppl turn this on though so they have nice filtering on high res texture packs
Which part.. of the last image is supposed to look.. better(?) than the original game? I see quite a bit of fuzziness which.. would be the opposite of high res.

Is it supposed to be doing that or is it just blending the colors together? Maybe I'm missing something lol.
 

DracoHouston

Kolben Developer
Contributor
here's a cooler set of pics to look at
Woah.. xD That first image.

i think we gotta let ppl turn this on though so they have nice filtering on high res texture packs
Which part.. of the last image is supposed to look.. better(?) than the original game? I see quite a bit of fuzziness which.. would be the opposite of high res.

Is it supposed to be doing that or is it just blending the colors together? Maybe I'm missing something lol.
it filters the texture, which blurs it, yeah, but without it high res textures look bad. you turn it off for art like ours that is really low res. the point of that shot isnt that it looks better, it just looks really funny. it looks like someone turned on filters in an emulator :D

but look at this pack nilllzz made to test high res texture packs after he reimplemented it

the textures arent that good but they'd look a LOT better filtered

ideally this should be settable per object, the wall textures in azalea gym would likely look better with anistropic filtering or at least linear filtering

i've had to learn HLSL and how the graphics pipeline works to do this stuff so now i know it theres lots of stuff i can try to do with it :D
 

Bgrmystr2

Trainer
Wow. Alright, that looks much better. Do you have a comparison of that texture set without it being filtered? Wondering what the difference is on a high res texture pack.

Also, do you plan to use anything stupidly advanced like PhysX? Just curious.
 

DracoHouston

Kolben Developer
Contributor
Wow. Alright, that looks much better. Do you have a comparison of that texture set without it being filtered? Wondering what the difference is on a high res texture pack.

Also, do you plan to use anything stupidly advanced like PhysX? Just curious.
thats it without filtering. sorry if this was confusing

my point was because we can do high res texture packs people will probably want to be able to filter the textures
 
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