[332] Z fighting in reflective sectors

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Moderator: Graf Zahl

Sussudio
Posts: 98
Joined: Tue Jul 14, 2009 21:49

Re: [332] Z fighting in reflective sectors

Post by Sussudio »

Graf Zahl wrote:PS. It's really amazing how much faster the new NVidia drivers are. The last time I checked this map was with 169.xx and this place was lagging horribly on my card. Now with 191.07 it's at full 85 fps, even with r_mirror_recursions set to 2.
Not sure what's the highest value you can set that to, but it never lagged here with 4 as default yet my drivers are older than GZDoom itself :) Everytime you upgrade hardware, it's all the same pursuit for the best drivers again.
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Graf Zahl
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Re: [332] Z fighting in reflective sectors

Post by Graf Zahl »

I had horrible stalls with the old drivers every time any kind of portal came into view. With the latest drivers these are completely gone. All that remains are the normal performance hits caused by extensive geometry.

The mirrored surfaces always were the worst and anything higher than 1 was impossible to use with older drivers - so 2 is a major gain for me. $ also works fine but I see no point in anything more than 2.
Sussudio
Posts: 98
Joined: Tue Jul 14, 2009 21:49

Re: [332] Z fighting in reflective sectors

Post by Sussudio »

What exactly do values change for r_mirror_recursions? in test.wad, 1 looks exactly the same as 10, which appears to be the maximum supported as that's what GZDoom falls back to if you set it to something like 999.
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Graf Zahl
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Re: [332] Z fighting in reflective sectors

Post by Graf Zahl »

It specifies how often mirrors reflect themselves recursively.

With 1 any mirror within a mirror won't reflect.
With 2 it will but any mirror visible in this second mirror won't and so on. In a normal map you will rarely encounter mirror recursions. You can see some in Sapphire.
Sussudio
Posts: 98
Joined: Tue Jul 14, 2009 21:49

Re: [332] Z fighting in reflective sectors

Post by Sussudio »

Thanks.
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