Sorry, I replied to this comment before I saw the other comment
Np :)
Sorry, I replied to this comment before I saw the other comment
Np :)
Until we fix this, open the console with the button above tab to the left of 1 (tilde in some layouts) and paste /bind mouse_wheel_up noop
and then /bind mouse_wheel_down noop
that will stop them from doing anything and being automatically bound
I understand that just rendering everything twice as big in each dimension and scaling down the result is basically what SSAA does, and it has to look good, but it's way too expensive -- basically 4x the work if I understand correctly, and my comparison confirmed that. In contrast, MSAA is supposed to only compute extra samples at the edges of geometric primitives, which is usually a small % of screen space.
I play with capped FPS, but even with the same FPS there's a difference in latency depending on how fast a single frame can be drawn.
If you re-read what I've said carefully, you'll find I've addressed all of that :) Yes, SSAA is not a proper solution for most people. And yes, there's a difference even in that scenario but the point is we are thinking in that scenario of setups that could run the game at very high fps, so the extra time that you are adding to each single capped frame is very small, and not the kind of latency that makes things feel bad, so I still expect more people to just use SSAA as years go by. I do agree with the sentiment, I would not want any extra latency either. In any case, we should be able to implement MSAA, so you can choose.
Thanks for explanation! But then, do you think Diabotical can eventually get something at least similar to MSAA?
Yes, it should be no problem to implement MSAA. I don't want to 100% promise you that off the cuff because I need to test it, there are certain limitations with multi-sampled buffers and I may be doing something in some part of the engine that may be an issue with that that I may be forgetting about. I'll update in this thread when I've tested.
It would be really strange if modern engines are all such a step back in terms of picture quality.
It is counter-intuitive but this is true in a sense. To understand when things became worse in this area check the Wikipedia article for "deferred shading", it's pretty good.
A high level philosophical summary to explain the technological regression would be that as sophistication of the engines increased, the inner workings of the engine became opaque to the GPU, that couldn't discern the information that the engine was working with anymore. Information was lost to the GPU because the engine assumed some of the responsibility and started sending the GPU pre-rendered snapshots that the GPU just needs to put together.
It's an analogous phenomenon to game streaming. New innovation allows a controller to assume some responsibility previously belonging to a terminal component. The terminal component now has less information. This allows better performance in some regards but results in loss of functionality and some people wondering why we are moving backwards.
Temporal AA + sharpening filter is the only way to remove aliasing from modern engines fully. Unfortunately it can lead to ghosting / smearing artifacts and it must be very complicated to implement since so many games have bad implementations. I wouldn't hold my breath for this feature.
Yes, that's right. I would like to avoid temporal techniques (which is also probably what's used by CoD Warzone which is cited as example in OP judging by the description) since it adds a bit of visual "half-latency" that doesn't really fit the genre, because what you are doing is mixing the two last frames while jiggling the camera to detect edges. But it's not that it's complicated to implement property, it just has that blurring effect. It is used a lot nowadays because it's actually very neat: it gives you good performance and good static quality, and the downside that it has which is the blur may even turn into an upside for your game if you like the effect. DB requires a more snappy old-school 1:1 frame to presentation temporal ratio, IMO.
Now, regarding MSAA proper, it should be no problem to do that. I can't think off the top of my head of any feature that we've added over the years that would be a problem with that, but maybe I'm forgetting about something, I'll co...
Read moreYeah, sorry. It sucks that we had to take out some features. We'll bring that back as soon as our in-house hud engine is more feature-complete.
Diabotical Launch Trailer: https://www.youtube.com/watch?v=oT4mhUit0Qc
After many years of development, August 34, 2020 has arrived and,
Diabotical has now been released! It is available for free on the Epic Games Store! ...
Read more External link →I hope they have linux binaries so we can host them for cheap on a quality vps.
Yes, Linux dedicated server binaries are what we plan to make available, but likely Windows as well
https://i.imgur.com/vgw7i7E.png
From: https://discordapp.com/channels/94150352873472000/177191298141388802/211184737899905029
is it free? cuz i still have a beta key
Diabotical will be free
In the Diabotical universe, August has been extended to be a 34 day month, and Diabotical will be available on the last day of August.
In your calendar this date is equivalent to September 3, 2020
External link →Stream: https://www.twitch.tv/2gd
VOD: https://www.twitch.tv/videos/720109086
← ...
Read more External link →duel
those are very high acc for duel. But QC is a lot easier to hit than any previous quake. 40 lg & 50 rg would be more normal. But Quake champs is more about trading blows. everyone hits
You tend to get higher acc for team modes.
Why do hitboxes feel easier and more intuitive to hit in QC, yet top pros still have around 40-50% lg and 60-70% rail?
are you comparing duel? or team?
Your feedback wasn't presented in a toxic way, I just used this thread to talk to Yames. I should have clarified that though.
Aye, Yeah there has been quite a few threads with feedback on fixes people would like to see. Unfortunately there is never a quick fix with a small team that's over worked and stressed. It's why its best to fix stuff people suggest post launch. And trust me there is a lot of little issues, so I don't really mind the threads.
If i was making threads with things that need to be fixed. I would be able to make 10x more than the community :D
The guns have x and y padding, so the hitbox is bigger than the hitbox you see in diabotical
That being said, we've done 2 other tests with 2 more types of chassis. But unfortunately they wont be ready for open beta. Though I do prefer them for gameplay.
The reason we have x & y padding per gun. Is so I can fine tune the gun play around competitive players. if I give pro players 2 x pixel padding on pncr, making the eggbot 34pixels in width instead of the 30 hitbox width you see. We hit about 80% pncr (myself,abso,winz). the gun should be around 60-70% for top pros in team games.
Same goes with shaft. Currently it had 2.2x padding. which means the absolute best hit about 50% (faye atm), winz for example hits around 40-42% which is where it should be for most pros in comp games. If i wanted to pad 3 x pixels. I would have to lower the dps of shaft to 100 instead of 125. So winz and most pros can hit 50% but achieve the same 50 dps they are currently putting out.
I don't pad Y much at all unless its the shotgun, or you have a huge peekers advantage f...
Read moreThe thing that's worth mentioning here the most is that, in most afps (and most fps in general), the model is COMPLETELY inside the hitbox, and the top and bottom parts are pretty balanced (there isn't a massive size discrepancy).
I hope Diabotical changes the model to do something like this. I know we're probably going to have the same discussion of "you just want DBT to be QL" all over again, but that's really not the case. People just want to have a good model to aim at.
The guns have x and y padding, so the hitbox is bigger than the hitbox you see in diabotical
They float.
The eggbots crouch with their legs on the ground which are animated https://streamable.com/23s4ix
If you use something else than 0.022 degrees yaw and pitch in Quake Live, instead of selecting Quake/Source in the Mouse Details Presets, you can select Custom and then type the custom value in degrees
Did not try the cvars, but the multi threaded mouse input felt a lot better. Which is awesome.
Regrading the 'floatiness' I'm referencing, I finally found a found a twitch clip that shows what I'm experiencing
https://clips.twitch.tv/SuaveTiredOstrichStrawBeary
Look at how everything goes into slow motion for a second during the rocket fight. I guess thats the friction/physics impact you were mentioning?
No, I don't think that's what I was mentioning. Going by your description that things "go into slow motion for a second during a fight", I think that these are specific performance issues related to specific gameplay events. When we finish some stuff we need to do for launch I'll analyse some demos of similar fights and try to find the issue. As an aside, when we start storing server side demos it'll be easier for me to find specific fights that people show me and look at what's going on in specific moments and this kind of stuff should improve quicker.