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Kaldaien

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    57
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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
  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
  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 rid
  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 w
  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 al
  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 al
  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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