

112th_Rossi
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Everything posted by 112th_Rossi
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Confused about the rendering pipeline DCS uses. Forward vs Deferred?
112th_Rossi replied to 112th_Rossi's topic in DCS 2.9
Yes in deferred lighting you can have as many lights as you want since it works on the pixels using the depth information from the render buffer. We should have amazing lighting but we don't. We still have baked airfield lighting. Deferreds advantages start to disappear the higher resolution you go though as it has to calculate for more pixels. -
Here are some great examples of legacy hornets in Guam b1bPZljM7bU You can't hear supersonic engine thrust noise even if you are at the rear of the aircraft and the compressor whine is always present during taxi.
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Confused about the rendering pipeline DCS uses. Forward vs Deferred?
112th_Rossi replied to 112th_Rossi's topic in DCS 2.9
Then there must be performance issues with VR because of the deferred set up. Performing lighting caculations twice (once per eye) must be taxing as well as doing the same for post processing effects -
So sometime ago, ED introduced deferred rendering, which allows for more effecient application of lighting across the scene. This allows lighting to be calculated on the final render rather than waste cycles calculating lighting for geometry that has been occluded by objects that are rendered further along in the pipeline. Forward rendering -> Good performance as you render everything in one pass. Pixel shader executed once per pixel plotted; lots of overdraw and heavy pixel shaders kill you. Deferred rendering -> Only once have the impact of having lots of geometry as you render all of it just once. Also reduce the impact of heavy pixel shaders as you render each screen pixel once, overdraw no longer being relevant for the heavyness of your pixel shader So I am confused. Does DCS switch to forward rendering in VR (as recommended) or does it remain using deferred rendering which is not advised? Also MSAA (Multi-Sample AA) is NOT compatible with deferred rendering. So if deferred is the default, why is MSAA still an option in graphics settings? Could we get some clarification? And if post processing such as bloom and ambient occulusion are going to be applied how is this going to be approached for the recommended forward rendering pipeline that VR should use? Or it could be the case that deferred has been quietly abandoned?
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What? Since when does vsync decide between 30 or 60 fps? If you press ALT+ENTER the frame rate sits between 30 and 60. There seems to be an issue where it's locking to a windowed framerate.
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So the super carrier is delayed. I'm fine with this. What I have issue with is the possible 'crunch time' development that developers may have to endure under ED. No one should have to sacrifice time with their families or time for themselves just because a product is 'late'. Deadlines are arbitrary and made up to sometimes unrealistic timescales. Work changes, problems arise and deadlines are missed. This is life. Please please ensure that the developers are looked after and that they are not forced to work hours they could otherwise be spending on more important life things. Thanks.
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A big thank you for the hard work tonight
112th_Rossi replied to Larkis's topic in DCS: Supercarrier
Totally disagree. Any crunch time is bad for employees health and well being. I am also a software developer with 20 years experience under my belt. I've seen bad management where devs are forced to work long hours. The result, shoddy work and the team end up not caring about their work because all they want to do is go home. Just do the hours, but don't worry if you cant get all the work you want to within those hours. Theres always tomorrow and the hoards can wait. Wellbeing and health comes before everything else. That being said, the Super carrier looks awesome and I cant wait. -
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Never heard such nonsense. A subscription to access all the aircraft or some of them (tier based) does not equate to a War Thunder type game. Jesus christ.
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Nope they working weekends. No one should work 'crunch time' just because of a bad release schedule.
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Welp, going to assume this is a base update release and provides a framework for future more major releases.
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DCS Multi-Threading Status Report February 2020
112th_Rossi replied to Worrazen's topic in Game Performance Bugs
Writing an application that can use parallelism effectively requires an upfront design decision from the beginning, before even a line of code is written. A multi-threaded app, architecturally is very different from a single threaded one. So we are all just going to have to get used to the fact that the current iteration of DCS is simply not going to use all the power our precious CPUs can give out. I'm sure the dev team are fully aware of this and I'm sure they will want to do something to take advantage of new CPU architecture. I just don't think posts like this are helpful to anyone since it will not change what currently have and simply states the obvious. -
DCS Multi-Threading Status Report February 2020
112th_Rossi replied to Worrazen's topic in Game Performance Bugs
I know that was my point hence the 'magically'. I guess sarcasm is lost in forums -
DCS Multi-Threading Status Report February 2020
112th_Rossi replied to Worrazen's topic in Game Performance Bugs
You think you can port over DCS and magically get 20% better performance? -
DCS Multi-Threading Status Report February 2020
112th_Rossi replied to Worrazen's topic in Game Performance Bugs
Threading is not a magic bullet for performance gains. Also, CORES != Threads! They are not the same. You can have a multi threading application on a single core CPU with context switching. There's a ton of stuff in game that must be kept in sync. So pushing off a process to another thread only for it have wait until another process has caught up to remain in sync negates the point of multi threading an application. However a few things come to mind when deciding what process could potentially be asynchronous Weather, Audio ATC communications Network packet processing in multiplayer UI elements Special effect rendering Items that do not necessarily need to be kept exactly in sync with the main game loop in order to work. I wish people would stop thinking that threading is something that will solve everyones performance problems. It just wont.