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Kaldaien

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About Kaldaien

  • Rank
    (2) Evoker

Profile Information

  • Location
    Cape Coral, FL
  • Xbox Gamertag
    Kaldaien
  • PSN Online ID
    Kaldaien
  • Steam
    Kaldaien
  • Interests
    Computer Graphics, C++, Embedded Real-Time Operating Systems

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  • Pillars of Eternity Backer Badge
  1. I rarely ever use forums aside from Steam, and I'm not about to start now Please refer to my post over on the Steam forums. https://steamcommunity.com/app/560130/discussions/0/2572002906843374108/ I will be happy to discuss things there, but I really do not care for juggling different accounts; I am way too busy for that. The gist of it is this game is CPU-bound from spawning a ridiculous number of worker threads; the average performance gain thus far with various Steam community testing for me has been 2x. This is an extensive problem that reaches all the way back to Obsidian's prior titles too. I can take Tyranny and get a > 2x boost by doing the same thing. Torment: Tides of Numenera, same story -- the 45 FPS upper-limit on my GTX 1080 Ti @4K goes away, GPU load finally goes above 25% and I can hit 144 FPS consistently.
  2. They finally added my 2nd key to my products page. In my case, they lost the results of my original survey and sent me 2 E-Mails in the past year about it (but both wound up triggering my E-Mail spam filter)... They didn't put my name in the credits or ship my product because of this. I filled out the survey a 2nd time and a few days later they finally shipped out the game. As soon as my shipping status changed from Pending to "Shipping Soon", voila, I got a Hero Edition key.
  3. Yeah, it was endruwiggin who thought C# was Microsoft-only. This Fallout guy was completely unrelated. I don't think endruwiggin had an attitude, he was delighted to learn about Mono as I was CosmosOS.
  4. Well, would you look at that... about 8 months ago I got an E-Mail from Obsidian that I needed to re-submit my survey, followed by an E-Mail 2 weeks ago. Both went straight into the junk folder for some reason. That would explain why they still haven't shipped my game or put my name in the credits.
  5. If you say so, aren't you the one who claimed only a few posts earlier that C# is a Microsoft-only language? That gave me a tremendous laugh. I've not touched the languge since Visual Studio.NET was in beta in 2000 and even I knew better than that.
  6. C# is a very powerful language. the fact that it uses a virtual machine doesn't make it a "toy" language. I guess you'll say the same thing about Java. actually, you can write an operating system in C#, that's how powerful it is I have my doubts about that latter point, what with is inability to deal with arbitrary memory addresses and all (which is due in large part to extremely anal type safety). You're going to need some code in there written in a different language to write even a simple driver. You can call Operating System services and various other low-level APIs and libraries written in a platform's preferred language from C#, but the point about C# being a "toy" language was that it tries extraordinarily hard to hide any platform details from you. You get an implementation of .NET basically as your standard library, and to do anything platform-specific, you suddenly have to call something written in a different language. You absolutely can write full-blown applications in C#, it's just not the kind of stuff I do. I more or less write the stuff that a higher-level language like C# sits on top of. So when I say "toy", don't take that offensively. To someone who writes verilog or various forms of assembly code all day long, C would be considered a toy as well. Something that is vastly more fun / easier to work with than the language you _have_ to do your actual work in.
  7. If that were the case, then I'd agree perfectly with what you're saying. We'll also agree that the definition of 'big improvement' is subjective. (given that downsampling is typically the highest fidelity method of antialiasing with brute force). Regarding the actual issues. I'm not trying to force random things, and 'looking' to see if anything is happening. I'm dumping frames straight from the renderer, and I'm clearly seeing that things are not adding up ;p there are quite a lot of issues with the game currently (it's a great game, for what it is. I'm not saying it isn't), but it is riddled with both rendering, and systematical problems atm, unfortunatley. I just hope they can fix them in good time, etc. I should point out that I'm referring to aliasing on alpha transparent layers. There's some nasty stair-stepping that is extremely distracting on an OLED, it's sort of a high-frequency shimmer. SSAA clears that up nicely, where as MSAA doesn't do anything at all because it's texture aliasing rather than geometry aliasing. <img src="https://content-na.drive.amazonaws.com/cdproxy/templink/xyLJezrThUcEVANZKeVfdqil6syzk34AmE0xDkBKJyQE0Xnc3?viewBox=1920">
  8. Definitely not me, if I wrote a game using Unity I would cut the crap and use its low-level native plugin interface. Gameplay can be implemented with scripts, but I don't want to piss around with its high-level graphics abstraction.
  9. You're not correct. To use all of the features of Unity, you'd use C#. .NET Framework interactivity etc. Plus C# is slowly and steadily becoming the standard prog.language for games, eg most Xbox games are wirtten in C#. http://docs.unity3d.com/ScriptReference/index.html Let me also use the magic of stackoverflow: http://stackoverflow.com/questions/4989689/what-language-is-used-to-develop-using-unity Like I said, C# is what it uses for scripts. Plugins, and all important stuff are written in real languages supported by the underlying platform. You can even interface with native languages from C# scripts.
  10. Well, it could be that the textures are tiled completely isotropically (or in other words, parallel to the screen). In which case, anisotropic filtering will do nothing. Anisotropic filtering will help if there's a gradient to the texture mapping, which occurs with projection. But it's entirely possible that the isometric projection seen in this game is built-in to the textures themselves and they're applied directly to screen. But super sampling definitely works. I notice a pretty big improvement on my 55EG9600. I use 2x super sampling at 3840x2160.
  11. Where'd you all get a ridiculous idea like that? Unity runs on iOS, Android, Windows, Linux, OS X... it has language bindings for C++, Java, Objective-C, but it's written in C and C++. The only time you'd use a toy language like C# is if you're writing some script.
  12. I assume you mean it does nothing given DSR? I have an actual 4K display and it most certainly does something It's not going to do anything particularly helpful in this game though, all it'll do is make everything really small. You could accomplish the same increase in resolution (and thereby texture sample rate) with 4x supersampling @ your display's native resolution and none of the silly DSR blurring. Multisample anti-aliasing won't do anything in this game because that doesn't change the number of times pixel shaders run (MSAA only helps with aliasing at geometry edges, not texture aliasing). Supersampling will actually take 4 samples per-pixel, and that's all you need to improve the quality of the map over maximum anisotropic filtering. SSAA can be enabled straight up in the driver without requiring any special resolution and without totally blurring your UI. Do you need a 4K screen for super sampling, or could I do this on my 1080p screen? I have an Nvidia 970M GPU with 3Gb vRAM, if it makes any difference. Is this something you can set in the Nvidia control panel? If so, which option is this? Using down-sampling for 4K it does seem to help with the textures for the character models (though not with the backgrounds, I think), though does make the text look less sharp. The UI stays the same size, though and things only look small in the play area if you don't change the zoom settings to something more sensible. Yeah, the UI is going to stay the same size in this game no matter what resolution you choose. It scales that perfectly. However, when you increase resolution, the game shrinks everything else. So a virtual 4K resolution more than likely is not going to be beneficial, unless the entire reason you wanted to do this was to show more of the map at once? If you're just trying to improve image quality, you can set anti-aliasing to override, 4x in the NVIDIA drivers and then set transparent anti-aliasing to 4x supersampling. That should give you 4K quality, but without shrinking the map to ant size. Also force anisotropic filtering to 16x (if you haven't already done so). The map is just one big texture, so you want the highest quality texture filtering possible to make it look good. Supersampling works at any resolution. It's almost the same concept as DSR, but you're not telling the game that your display's a different resolution than it actually is. It's also extremely limited (has to be multiples of 2).
  13. I assume you mean it does nothing given DSR? I have an actual 4K display and it most certainly does something It's not going to do anything particularly helpful in this game though, all it'll do is make everything really small. You could accomplish the same increase in resolution (and thereby texture sample rate) with 4x supersampling @ your display's native resolution and none of the silly DSR blurring. Multisample anti-aliasing won't do anything in this game because that doesn't change the number of times pixel shaders run (MSAA only helps with aliasing at geometry edges, not texture aliasing). Supersampling will actually take 4 samples per-pixel, and that's all you need to improve the quality of the map over maximum anisotropic filtering. SSAA can be enabled straight up in the driver without requiring any special resolution and without totally blurring your UI.
  14. The only thing I remember from the Stick of Truth Collector's Edition was the Cartman doll. That's pretty hard to compare to this. There's a giant box that Cartman came in, but that's hardly worth displaying.
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