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RabidHaMsTeR.Org • View topic - Beta 007 Issues

Beta 007 Issues

For questions about problems with R4 and Bug reports

Moderators: rabidhamster, Rovastar

Postby rabidhamster » Wed Oct 22, 2003 8:34 am

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Postby Talesin » Wed Oct 22, 2003 3:24 pm

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Postby rabidhamster » Wed Oct 22, 2003 5:48 pm

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Processor Usage - No visable image water scenes

Postby teleguise » Thu Oct 23, 2003 12:06 am

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Postby Talesin » Thu Oct 23, 2003 7:37 am

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Postby teleguise » Thu Oct 23, 2003 9:02 am

Heres the link to the (no buff mod) code clip for Emboss Tunnel Gordon suggested I try...I gather yourself and Gordon being 'more' graphic savvy will know the pros/cons



All results were tested w/initial prefs.txt for ALL scenes set to zero to prevent auto scene changing and selecting each scene manually.The main and pbuffer image comparison based off the web snapshots as of this post.

Emboss Tunnel (No buff Version) - 1 pbuffer image matches the snapshot, the Main image and the other 2pbuffer images are slightly different. All are highlighted red boxes.

Emboss Tunnel (Normal Version) - 1 pbuffer (highlighted red box) matches snapshot. The other 2 flashing green pbuffer boxes as well as main image are all BLACK

Radial Blurred Medusa - 2 (highlighted red) pbuffer images black, main image matches.

Water (Bio) Tunnel - 7 pbuffer boxes total /
4 (flashing green) + main screen bllack
2 (highlighted red) black as well
1 (highlighted red) image DOES NOT MATCH and looks like the Emboss Tunnel

Water Medusa - 7 pbuffer boxes total /
2 (flashing green) + main image like twisting medusa - Bckgrnd Doesnt - Its Solid Blk
2 (flashing green) black
1 (highlighted red) black
1 (highlighted red) solid grey
1 (highlighted red) same grey background w/ a twisting medusa like above

Water Cubefield (Cubefield on water) - 6 pbuffer boxes total /
4 (flashing green) + main screen Black
1 (highlighted red) black as well
1 (highlighted red) matches image

Water Point Morph (water pmorph) and Point morph still look similar and like point morph image. Water pmorph ends up w/7 pbuff boxes and pmorph w/none

The growing # of similar named scenes as well as (someone :P ) using slightly different 'predefine/scene select/web names' on some doesnt help either.
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Postby rabidhamster » Thu Oct 23, 2003 12:10 pm

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Postby teleguise » Thu Oct 23, 2003 1:35 pm

Last edited by teleguise on Thu Oct 23, 2003 1:38 pm, edited 1 time in total.
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Postby teleguise » Thu Oct 23, 2003 1:37 pm

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Postby rabidhamster » Thu Oct 23, 2003 2:14 pm

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Postby teleguise » Thu Oct 23, 2003 3:09 pm

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Postby Talesin » Thu Oct 23, 2003 4:15 pm

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Postby rabidhamster » Thu Oct 23, 2003 5:39 pm

The no buffer version does suck - it was just to see if it was the buffers causing the issue.

The blur is encouraging. So basically that one was my fault ;) It'll be fixed in the next version. If you're interested, it was me trying to be clever...

If your gfx card will do X textures in one pass, it tries to do as many textures as possible in as few passes to get a speed increase. (should be 8x as fast as R2e with that radeon). Anyway, i screwed up ;) only a bit mind you - it seems i was 1 out - an easy mistake to make :p could you send me a screenshot to (gw at rabidhamster.org) of where copies=9?

by default, copies=8, so it should be almost identical to the one on the website. If its not something is very screwed up. Could you try and see how many copies you can see when copies=9?

I suppose the colour space may be an issue but i doubt it - i assume the card would behave roughly the same - there's no real reason for it not to unless they do something odd to the gamma to translate it back to 8 bit.

- Gordon
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Postby Talesin » Thu Oct 23, 2003 6:55 pm

I can only see one 'afterimage' with it set to 9. At 32, there are four distinct afterimages, and the picture is noticeably brighter (it's VERY dim at 9). Should try at 25 and 33 to see if a multiple-of-eight is the 'break point' for another actual afterimage. Likely, given the explanation above.

Have a number of screenshots that I can send along, if you like... one at 8, 9, 24, 32, and 128, along with the nonfunctional emboss tunnel effect, water biotunnel, and groovedot watermorph. Might give a bit of insight, actually seeing the problem.

Do the water effects use multitexturing? Maybe the same attempt at cleverness is what's making them die, somehow? I mean, on the GrooveDots WaterMorph scene, you can see the actual metaball object, but it's black. Would think that at least something would be seen though, unless it did something funky and rendered that single pass as something like a render-to-texture.. bah, brainstorming doesn't work when your head's full of vapor. :)
Last edited by Talesin on Fri Oct 24, 2003 5:28 am, edited 1 time in total.
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Postby teleguise » Thu Oct 23, 2003 7:01 pm

Checked Radial Medusa w/a couple values Talesin mentioned

Maybe my cards not fast enough because NONE are exactly like the snapshot.

9 was still dim but had more swirl
32 and 24 were both brighter w/more blur less swirl

Edit: Just saw Talesin (snuck) a post in so i'll check the multiple of 8+1 theory as well and report what I get
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