Yannis1976 Δημοσ. 8 Αυγούστου 2004 Share Δημοσ. 8 Αυγούστου 2004 "How to boost Doom3 performance..." http://www.beyond3d.com/forum/viewtopic.php?t=14874&postdays=0&postorder=asc&start=0 Συνδέστε για να σχολιάσετε Κοινοποίηση σε άλλες σελίδες άλλες επιλογές
MY80- Δημοσ. 8 Αυγούστου 2004 Share Δημοσ. 8 Αυγούστου 2004 Arketoi anaferoun oti to range tou specular einai poly megalo kai einai kalytera na xrhsimopoiithei mia pio mikrh timh anti gia to 16 pou proteinei arxika o humus. Kata ta alla, den prolava na to dokimasw mias kai hdh teliwsa to d3 Btw, mia kai to b3d exei schelduled downtime, piaste mia to keimeno <<< picked up Doom3 today and let be begin by saying it's a kickass game so far. A few minuses like weapon reload (which I find add nothing to a game, except annoyance, so I don't know why many devs keep adding it to their games), but overall much above my expectations. Anyway, to the fun part, exploring the technology. I think I've found the source of why this game runs comparably slow on ATI hardware vs. nVidia at the moment, and found a solution to the problem. First, open your doom3\base folder. Doubleclick on the pak000.pk4 file. In the "window can't open this file .. .bla bla" dialog, go on and associate the file with an app like WinRar. With this file open in WinRar, go to the glprogs directory in the file. In there you'll find the shaders. The interaction.vfp file seems to be the main rendering shader. Altering this shader to output a constant color turns most objects into that constant color, except for stuff like computer screens etc. So doubleclick the interaction.vfp file to open it (you may have to associate the .vfp extension with a text editor like notepad or wordpad first since we're going to edit the file). Scroll down to the fragment shader. You'll find these rows: Code: PARAM subOne = { -1, -1, -1, -1 }; PARAM scaleTwo = { 2, 2, 2, 2 }; Add this right below them: Code: PARAM specExp = { 16, 0, 0, 0 }; Now scroll down to this: Code: # perform a dependent table read for the specular falloff TEX R1, specular, texture[6], 2D; Comment out that line by adding a "#" to it, and add another line that will do the same thing with math instead, so it should look like this: Code: # perform a dependent table read for the specular falloff # TEX R1, specular, texture[6], 2D; POW R1, specular.x, specExp.x; Save the file and close your text editor. WinRar will ask if you want to update the file in the archive, select yes. Close WinRar and enjoy about 40% higher performance in Doom3. Haven't done extensive testing yet, but my performance went from 34fps in 1280x1024 to 48fps. Συνδέστε για να σχολιάσετε Κοινοποίηση σε άλλες σελίδες άλλες επιλογές
MY80- Δημοσ. 9 Αυγούστου 2004 Share Δημοσ. 9 Αυγούστου 2004 Updated version Change > # perform a dependent table read for the specular falloff TEX R1, specular, texture[6], 2D; into > # perform a dependent table read for the specular falloff # TEX R1, specular, texture[6], 2D; MAD_SAT R1, specular, 5.0, -4.0; Tbh, de tha me paraxeneye an auto htan pio grhgoro kai se nv40. Συνδέστε για να σχολιάσετε Κοινοποίηση σε άλλες σελίδες άλλες επιλογές
unre@l Δημοσ. 9 Αυγούστου 2004 Share Δημοσ. 9 Αυγούστου 2004 re paidia.. to leaked demo kserete pou sto kalo exei ta arxeiakia ton shaders na peksoume kai emeis ligo pou den exoume to kanoniko doom3? Συνδέστε για να σχολιάσετε Κοινοποίηση σε άλλες σελίδες άλλες επιλογές
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