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It's CPU that is bottleneck. More accurately, it's game engine that can't handle that much of the stuff. I compared i5 with GTX680 and FX-8350 with GTX980 on similar settings - exact same FPS at an exact same scene.
These are 2D (just like in LA), looks like standard renderer with DOF. Get SoC version.
I want 3d scopes, which stalker game mods is more appropriate to use in LA?
If I know something about 3D scopes (double rendering?), they use altered engine files, which means you can't merge these mods with LA unless you have 3D scope mod and LA engine sources and skill in C++.
But I'd go with SoC mod scopes if it has nothing to do with engine.
Quote:Hi guys, I really hope you do not take this negatively, but since I am not on the "inside" I really do not know what is going on. With the kinds of updates I see here it seems to me that instead of committing time and effort to "looks" in LA, more time should be committed to finishing up re-playability and AI. Don't you agree?
I doubt you can capture replayability and improved AI on a screenshot :P
Test video of my cheeki-breeki mod based on S.T.A.L.K.E.R.: O.F.F.L.I.F.E.
-Hitmarker (MLG), optionable
-Killing spree player shouts, optionable
-New health feature improving the whole health system (I call it "pain shock").
-Compatible with English version of SoC (GOG and Steam)
Quote:As for artefacts, we don't have HR for that, probably modders will change it if they find it relevant or useful.
I'm the HR you need. Maybe I can't figure out the SDK, but I'm damn sure configs won't confuse me :D
That's good news indeed, but I think dat "depths of hell" kind of thing doesn't fit so good.
Wouldn't it be better if aggressive abilities were offered by marine kind of person and other support-like abilities were offered by sci-team? It would fit the HL lore a lot better.
GSC development team was dissolved, but the company still exists and does all that licensing stuff when needed.
Any development updates?
I guess you can always replace the model yourself.
Seriously? For over a minute you show skin selection menu?
MOST. BORING. MOD. PROGRESS. VIDEO. EVER.
Apart from that I'd say you've done good job, but the video is 146.47% boring.
Can you consider adding M4A1 (full auto) with M203 grenade launcher? It should use new ammo type.
Or M14 with M203, it can use same ammo as SAW:
Scope not needed.
Quote:This wonderful mod have engine extensions?
Nope. Weapon repair works purely on scripts. Everything works on scripts. Repair system like in Misery has existed in several years even in SoC without engine modifications, but MDT just expanded the system with support items and lots of *****.
Will there be any improvements for detail textures on static lighting? Static lighting looks like **** in Misery (inconsistent pixel density and other problems).
DX11 may have positive impact on performance - it helped to get more FPS in CoP according to several previews. But this might only help those with weaker GPUs, but there's hope for processors though. CPU usage is the biggest issue with X-RAY Engine today.
It's not graphics card, it's CPU that runs at 100% on single core while GTX980 GPU chillin' at 40% at 1440p with graphics maxed out (FXAA, no MSAA).
And it doesn't matter if you have high clocked intel i5 with GT680 or super overclocked AMD-8350 with GTX980 - I tested these very different systems and got very similar result - 30 FPS at very intensive locations, both CPUs run one core at 100% and other under 50%.
The engine can't handle that polycount and devs are planning to reduce it in DC without much of visual downgrade.
I might come back to Misery if someone does these 2 thing:
1. Fix instant weather change when ingame hours changes (add option to have less weather cycles but normal weather switching god dammit!). I love that point in 2.2 changelog about instant weather change on save load though.
2. Where is that "green Zone" texture pack I saw information about some time ago? To me, Stalker's atmosphere needs that contrast between beautiful scenery and horrible things such as mutants and anomalies. It just doesn't work if both scenery and situation are equally depressing - this doesn't match up with GSC concept either.
I tried to enjoy this, the graphics and atmosphere are nice but... Why push GldSrc engine? If you want to make a show off, create a benchmark that will lag like crap, dont make a game that lags like that!
Seriously, I'd rather play Paranoia 2 with same visuals quality as the original mod, Paranoia 1. But nope, we **** the engine up with modern effects and overly heavy content that makes the game lag like crap because pre-fetching doesn't really work, and then it all runs on single thread on an engine from late 90s! In 2015! With graphics from 2008!
Same mistake as Lost Alpha - both tried building their sportcars with old engines - it all looks nice but the performance is bottom! Regardless of hardware, both games lag like hell (atleast LA doesn't usually drop below 30 FPS, while Paranoia 2 usually simply LAGS). Such developers are Ubisoft of modding community when it comes to optimisation.
And then there's Final Release v 1.1, the only difference I noticed is that the game crashes slightly later.
I suggest to add FPS limiter when VSYNC is off. 300 FPS is way higher than any modern screens' refresh rate.
I cap my FPS at 66 for 60 HZ screen to avoid screen tearing.
You need to do something about those lags. Prefetching should be a good solution.
You should pack the game files into *.pak files. It would improve the performance and it will **** the hard disk a lot less.
Until then I will play P2 using Ramdisk.
WAT. How did I miss the release? I though I was subscribed to that page.
PS: I'm big fan of the first Paranoia mod.
Never use MSAA in LA - it's GPU killer :D
Quote:can you guys find a way to optimize the game a bit more? my computer should be able to handle the max settings and i wanna play it so badly at max but for some reason it lags soooooo bad T_T. i cant wait for a new update or anything :D
The engine is old and many of new graphics features are inefficient. There are many settings those can't be used unless you've a really expensive PC. Reminds me of mods with overly increased grass density/draw distance - people switch grass density slider to the right and the grass gets 100X times denser (denser than in reality), then people complain about ultra poor performance, on their 200 FPS Battlefield machines :D
Some settings make graphics ~30% better but FPS gets twice as low :D
MSAA is very GPU hungry (reminds me of the MSAA used in Metro games) so it's better to try using other AA options in GPU drivers.
Sun shadows are CPU/GPU hungry; they sure make better visuals but it's not worth it IMO.
Stable high FPS > graphics.
Also X-RAY loves high clocked CPUs since the multi core support is very limited. 3-4 gen 3+ GHz i3 CPUs should be enough for very high settings I guess.
Quote:I played this a few times and lately my fps dropped to 15-18! I mean i have a GTX 750 and i know that isnt the best gpu but it has to handle this game easily right?
You probably entered an area with large amount of NPCs (Bar, or Darkvalley bandit base). The AI is CPU heavy. In some areas I have 60+ FPS but in others FPS may drop to ~25. It's very inconsistent. Lowering r_geometry_lod values and r2_sun 0 reduce CPU load in many cases, I usually use those commands to gain FPS when it gets low.
Aaaand never use MSAA options unless you've high-performance GPU - those are heavier than maxed Metro LL on 1080p without MSAA.
Didn't you notice that zombies appear on same place where scientists/guards were in cut-scenes? It's kinda obvious that the zombies are the personnel of the complex.
Quote:why is everything so bright???
I've this problem on R2. People say "r2_tonemap_middlegray 0.5" command in console fixes it, but it doesn't help me.
I don't have that problem on R3 (DX 10), only on DX9.
Try disabling sun shafts (r2_sun_shafts st_opt_off), because if it's not tonemap related, it might be a shader problem.
First of all, thank you for the game!
Now to the stuff that makes the game better (constructive critics!) :D
In the overrun game mode, sometimes the enemy NPCs get stuck in a strange place of the map and the wave never ends.
Map Trapped, easy difficulty, zombie type. Never could get further than wave 8 because of that bug.
Map City, after some time fast headcrabs spawn above the game area (NPCs aim for something in the air but can never hit it).
Please just set time limit for each wave and if the time limit is exceeded make those NPCs die.
Or set a timer for each NPC (if it lived for 2 minutes and never hit player it should die).
Quote:Hi, why is there no EAX support for ac97 built-in chipsets planned for Developers Cut?
I heard that the sound system for STK was made using advanced hardware, thus EAX doesn't always work properly with ac97.
But I had working EAX on some STK mod with inbuilt conexant audio (Lenovo G555).
BTW, a real sound card like Sound Blaster will improve sound quality significantly (both in games and simply for music). But most people give up the quality of sound.
Quote:But For my oppinion tesselation is something that worth of spending time.
In my opinion, it's better to spend time on making the exising stuff better than switching to something new while the old stuff isn't done fine.
Graphics are good (some models and textures arent't though), the AI and game design are far less advanced than the current DX10 renderer.
For people like you, 11 is just another number. DX11 doesn't make graphics better, it's a tool for programmers to build the graphics on.
Now, implementing DX11 to LA engine will take another half a year (oh, without SkyLoader it will take forever) and it will be pretty much pointless since DX11 only has ve-ery few improvements compared to DX10. "Soft shadows" and "tesselation" are not worth time neither efforts you need to port DX11 to the engine, and they will improve the visuals far less than new fine-tuned weather and other bits of content.
Ultimately, DX11 won't harm, but it's like the last thing on priorities list just because it's not worth it.