This member has provided no bio about themself...
We're sorry, but no images, videos or audio files have been added to this gallery.
If you would like to share media with the Mod DB community, sign up and you can.
We're sorry, but no blog posts were found here. Boring yes, but as confucius always said - if you have nothing good to say, why say anything at all? Check back later, perhaps something exciting will pop-up and be worth blogging about, like season 3 of the teletubbies.
Speak your mind, rant about games, mods and the development scene, it's simple and who knows maybe someone will read it and agree. It will feel right!
Only registered members can share their thoughts. So come on! Join the Mod DB community today (totally free) and do things you never thought possible.
No one is friends with jlambvo awww. You should invite your mates to the site, or make new ones.
Oh geez, I barely remember what I did yesterday, let alone a year ago. :confused:
jlambvo,
First, I would like to say I love the idea for your mod!!!
Second, I tried to play your MOD, but it just would not work on my pc.
My pc can play DOOM 3 with no problems.
In fact, I purchased my new pc so I could play DOOM 3 and Quake 4.
Quake 4 does not run on my pc, because it uses too many resources.
Your MOD plays just like Quake 4 does on my pc; i.e.- slow and sluggish.
I understand your MOD is "in the works", but I think it ALREADY uses way too many resources.
So many game designers try to create their games to utilize high end graphics cards.
It is much wizer to make a game that can utilize present day low end graphics cards.
This way your MOD is available to many more users.
This is only a suggestion.
Perhaps I will be graced with the money to buy a high end graphics card, LOL.
SaintlyMic
There are some huge performance issues with the June release. It mostly has to do with the huge number of entities on screen. Basically, these each have to be sent to the GPU for rendering individually, and the overhead involved makes framerate practically crawl to a halt--even if the models are extremely low detail (I replaced every mesh with a single untextured triangle, and it was barely any faster!). There is also an issue with how the crosshair works, the lighting set up, etc.
Over the next couple releases we will be reducing visible entity count by a great deal by combining structural geometry into more complex meshes that can be rendered in a single batch, and playing with some radius-based hiding and level of detail options. It should end up looking better and play faster. We'll try to include options in the long run for as many of these tweaks as possible, so you can hopefully scale it to your machine.
Thanks for the feedback!