Author Topic: Patch 71  (Read 2321 times)

Offline Pudgie

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Re: Patch 71
« Reply #45 on: August 23, 2015, 07:56:17 PM »
So SweetFX may have been slowing us down all this time. Or will if run with the alpha.

Interesting.................. .........

 :salute


An injector is a slightly different concept that implies working out side the normal flow of events. I.E. the program is assuming it is writing to the frame buffer, but a different program intercepted it and then modifies (injects its code) and writes to the frame buffer.

AH simply uses the FXAA shader code (source is provided by nvidea) as part of its post processing .

Also some things are also displayed after the FXAA takes place, all the 2D gui text and the clip board when it is maximized (except the ICONS) is displayed after FXAA processing. As soon as I figure out how to handle some Zbuffer issues, the icons will also display post FXAA.

HiTech

If I understand correctly, the Alpha going forward will only be using FXAA code in-game to perform all in-game AA........no low-level FSAA\MSAA w/ the enhancements ahead of it, correct?

Just curious here as I really like how the Alpha looks & runs from a resources standpoint when using FXAA only....................

Good stuff!

 :salute
« Last Edit: August 23, 2015, 08:07:08 PM by Pudgie »
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Offline hitech

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Re: Patch 71
« Reply #46 on: August 24, 2015, 09:26:43 AM »
I don't know if anyone else will notice this so it's probably not important. Better pics of the shoreline attached.

The way you could fix this is to extend your polies below ground so the blend with the transparency of the water.

Look at the port see wall as an example.

HiTech

Offline Easyscor

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Re: Patch 71
« Reply #47 on: August 24, 2015, 07:22:11 PM »
Thanks. Yes, that should work well.
Easy in-game again.
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Offline hitech

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Re: Patch 71
« Reply #48 on: August 25, 2015, 09:42:36 AM »
Thanks. Yes, that should work well.

BTW we do this with all our buildings.

HiTech

Offline Easyscor

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Re: Patch 71
« Reply #49 on: August 25, 2015, 11:13:40 AM »
Thanks again.

I'll need to learn new habits. I'm in the habit with the old version of meeting the terrain because of what happened to GVs if you didn't but I can already think of several possible fixes for the bridge.

Is there any chance we'll see htc bridges available for MA terrains? I have a couple.
Easy in-game again.
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Offline hitech

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Re: Patch 71
« Reply #50 on: August 25, 2015, 12:44:01 PM »
Is there any chance we'll see htc bridges available for MA terrains? I have a couple.

The existing ones in the Alpha, or new ones?
I would think the existing ones are already available.

HiTech

Offline Easyscor

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Re: Patch 71
« Reply #51 on: August 25, 2015, 03:02:50 PM »
I envisioned rivers between GV bases with bridge crossings for the MA. I may have missed a long enough bridge in the Alpha? It would need to be at least 1320' long.
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Offline Easyscor

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Re: Patch 71
« Reply #52 on: August 25, 2015, 03:08:52 PM »
btw, I love what the alpha allows us to do with the quality of custom objects.
Easy in-game again.
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Offline mustng2

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Re: Patch 71
« Reply #53 on: August 29, 2015, 11:47:36 AM »
Any idea when we will get custom arenas in the Alpha?

Offline JimmyD3

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Re: Patch 71
« Reply #54 on: September 01, 2015, 04:22:04 PM »
This may have been mentioned already, but can't find it so to be sure.........

Noticed while flying a Niki as you transition through 10,000 feet, the prop graphics changes from normal prop views to a blocky squared off prop view, much like what we saw when the props where displaying black fans.
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