workaround for "water everywhere" texture issue on low-end hardware#1484
Merged
Interkarma merged 1 commit intoInterkarma:masterfrom Sep 5, 2019
Merged
Conversation
It does not fix shadows issues or anything else, but still that's a noticeable improvements for people that have to run DFU on that hardware. That looks like a very inexpensive workaround (most likely lost in the noise), and it seems to work fine on my regular hardware, so maybe it can be added directly into the standard shader? Otherwise, say if the risk of regression is deemed too high, it could be added to a variant of the shader, so it could be enabled at runtime; But I don't know how to do such things... Tested on Intel HD-3000 by Siva Machina on Discord; Tested on nVidia GTX-960 by myself (for lack of regression) Forums: https://forums.dfworkshop.net/viewtopic.php?f=5&t=2519&p=30610#p30610
|
If more information of my laptop is a Dell Latitude E6420 with 8 GB ram running Kubuntu 18.04. link to specs |
Owner
|
No issues experienced with this change on my hardware. Seems like it's a safe change to make for everyone. Well done! :) |
petchema
pushed a commit
to petchema/daggerfall-unity
that referenced
this pull request
Feb 29, 2020
Same as Interkarma#1484 but in DaggerfallTilemap.shader No regression found on my hardware with EnableTextureArrays = False, but ideally it should be tested with hardware that require that setting... Forums https://forums.dfworkshop.net/viewtopic.php?f=5&t=3456
Interkarma
added a commit
that referenced
this pull request
Mar 1, 2020
…arrays Same as #1484 with EnableTextureArrays = False
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
It does not fix shadows issues or anything else, but still that's a noticeable improvement for people that have to run DFU on that hardware.
That looks like a very inexpensive workaround (most likely lost in the noise), and it seems to work fine on my regular hardware (from mathematical standpoint it also feels right to use rounding instead of floor() to make sure int -> float -> int conversions are robust), so maybe it can be added directly into the standard shader?
Otherwise, say if the risk of regression is deemed too high, it could be added to a variant of the shader, so it could be enabled at runtime; But I don't know how to do such things...
Tested on Intel HD-3000 by Siva Machina on Discord;
Tested on nVidia GTX-960 by myself (for lack of regression)
Forums:
https://forums.dfworkshop.net/viewtopic.php?f=5&t=2519&p=30610#p30610