It is currently Fri May 31, 2024 6:16 am








ScarT wrote:Well this could be optimized if you actually did some work on the flashlight project itself. Also the attenuation is bound to the view origin, and not the light origin.
Fix that

Gary wrote:It doesn't look that much greater then what you can do with all the fixes currently for the env_projectedtexture. I could replicate that map.


MáØ wrote:Plague, dynamic lighting is a relatively "new" bit of gaming engines. Why should people wanting to make a game look that good worry about the low end?


coder0xff wrote:I wonder if Gabe ever lies in bed at night, thinking about all the fat jokes, and just cries himself to sleep, wiping his tears away with one-thousand dollar bills.


MrTwoVideoCards wrote:Hey guys, having doing much of the same tests that Garry performed: Having a directional light for each side is mega expensive. Tests maps are perfectly fine to test them for programming, but for real perf issues you really need to drop them into a real map!
First your actively making an RT for each shadow you cast, then your doing extra work for when an object passes, or is within more than 1 FOV of the shadow-map. Likely this is always the case unless the object is some distance, this is always very expensive. I wouldn't recommend omni lights, as not even current gen games have them. They are just way to expensive unless coded properly to be a omni-light, which isn't possible for us modders considering that bit of the code is all gone and missing.


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