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Thread: Jedi Knight issues

  1. #401
    Click image for larger version. 

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    Star Wars: TODOA - formerly known as The Truth of the Destruction of Apocalopolis - available for download on ModDB.
    Last edited by Nikumubeki; 07-20-2019 at 04:01 AM. Reason: Welcome to Page 11

  2. #402
    Question: Does anyone remember if Battle of Toprawa II is supposed to have one or two endings? I've never been able to get any other ending than the bad one (where Kyle gets captured at the end), but looking at the COGs implies that a good ending was at least planned...

  3. #403

  4. #404
    Likes Kittens. Eats Fluffies
    Posts
    12,183
    That's a negative, Big Poppa. Over and out.

  5. #405

    "Has it won yet?"

    Posts
    17,153
    A MotS level without lots of colored lighting?
    SnailIracing:n(500tpostshpereline)pants
    -----------------------------@%

  6. #406
    I'm quite sure that MotS would have received zero colored lighting remarks if it had been named Unreal or Forsaken. Maybe even Quake 2.

  7. #407
    (It would've also received comments like "what's with the Jedi in this sequel to Quake")

  8. #408
    That said, I'm almost quite confident that I will die of a heart attack which will be caused by any of these:

    1) Someone making an "oh no, MotS has colored lighting" remark
    2) Someone referring to JO or JA solely as "Jedi Knight"
    3) Someone failing at Latin and pronouncing Deus Ex as "do sex"
    4) Something BSP related (say, a truck having the license plate BSP-444 driving over me or something)
    5) gbk actually releasing a JK level project

  9. #409
    I also like how Friend14's advice is "don't get rid of Windows 7" http://www.jkhub.net/forums/viewtopic.php?t=3535

  10. #410
    Nice, JKGFX2019 seems to have reached 1k in downloads, even though the JkGfxMod activity has generally waned off (for instance, no one has filed new issues on Github since July). The JKNUP texture pack is also at a nice 1.5k.

    Even MOTSGFX2019 has an impressive-for-MotS d/l count of 349.

    WOW, YOU GUYS

  11. #411
    Admiral of Awesome
    Posts
    18,452
    Outstanding issues are all either fairly minor or major enough that I can’t commit to fixing them. It’s a pretty good sign that no others have been filed.

  12. #412
    ..would like a shrubbery.
    Posts
    4,774
    I just got around to finally trying JkGfxMod, it's definitely working as I am seeing the HUD scale. However, I'm not getting any improvement in FPS. I'm getting just 27 FPS at 4k on a Radeon VII on Linux using steam+proton.

    No CPU core is going above 30% so it's not being CPU limited.

    I'm only using JkGfxMod for now, no textures or JKGFX2019 as I wanted to find the source of the issue. Here#'s my jkgm.json:

    Code:
    {
        "resolution": [ 3840, 2160 ],
        "fullscreen": true,
        "correct_game_aspect_ratio": false,
        "correct_menu_aspect_ratio": true,
        "hud_scale": 4.0,
        "max_anisotropy": 2.0,
        "antialiasing": {
            "type": "MSAA",
            "samples": 2
        },
        "enable_bloom": true,
        "enable_ssao": true,
        "enable_parallax": true,
        "enable_texture_filtering": true,
        "enable_posterized_lighting": false,
        "command": "jkoriginal.exe"
    }
    Last edited by Ni; 11-14-2019 at 10:42 AM.
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    SaysNiTheJkWhoSaysNiTheJkWhoSaysNiTheJkWhoSaysNiTh
    eJkWhoSaysNiTheJkWhoSaysNiTheJkWhoSaysNiTheJkWhoSa
    ysNiTheJkWhoSaysNiTheJkWhoSaysNiTheJkWhoSaysNiTheJ
    k
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    N
    iTheJkWhoSaysNiTheJkWhoSaysNiTheJkWhoSaysNiTheJkW

  13. #413
    Admiral of Awesome
    Posts
    18,452
    What happens if you disable SSAO?

    Edit: Other people have reported performance issues on AMD cards. Jkgfxmod has to use a more naive implementation of SSAO for a few technical reasons, so it's a lot tougher on bandwidth than what modern games do. I don't have an AMD card so I can't test, but there's a decent chance this SSAO is a bad case for AMD cards.
    Last edited by Jon`C; 11-14-2019 at 10:58 AM.

  14. #414
    ..would like a shrubbery.
    Posts
    4,774
    Quote Originally Posted by Jon`C View Post
    What happens if you disable SSAO?

    Edit: Other people have reported performance issues on AMD cards. Jkgfxmod has to use a more naive implementation of SSAO for a few technical reasons, so it's a lot tougher on bandwidth than what modern games do. I don't have an AMD card so I can't test, but there's a decent chance this SSAO is a bad case for AMD cards.

    Thanks for the suggestion, I tried disabling ssao and setting everything else to false, null for antialiasing, it is still limited to 28 FPS. I also forced my GPU into high performance mode to stop it downclocking and I get a GPU load of 0-4% with occasional jumps up to 53%.

    It doesn't even change when looking straight down at the floor which makes me think there's something limiting it. If I run at 640x480 or 1920x1080 it's constant 60fps which makes me think it cold be vsync being applied incorrectly at 4k.

    If so, the issue is wine/proton and not JkGfxMod.

    edit: Perhaps it is just the resolution, it's bizarre that it's not showing high GPU or CPU usage but:

    2560x1440 => 60fps
    3000x1440 => 60fps
    3440x1440 => 49fps

    (tested using windowed mode as I don't think my monitor supports these) so the drop of seems to happen after about 3000 width.
    Last edited by Ni; 11-14-2019 at 11:36 AM.
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    SaysNiTheJkWhoSaysNiTheJkWhoSaysNiTheJkWhoSaysNiTh
    eJkWhoSaysNiTheJkWhoSaysNiTheJkWhoSaysNiTheJkWhoSa
    ysNiTheJkWhoSaysNiTheJkWhoSaysNiTheJkWhoSaysNiTheJ
    k
    WhoSaysNiTheJkWhoSaysNiTheJkWhoSaysNiTheJkWhoSays
    N
    iTheJkWhoSaysNiTheJkWhoSaysNiTheJkWhoSaysNiTheJkW

  15. #415
    While I admit that there's some loss in texture color depth in JkGfxMod, these days I can't look at something like this (TODOA TC, 2012):

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    ... without being extremely annoyed that it didn't already look like this (Star Wars: TODOA, 2019) back in early 2010 when the mod was first released:

    Click image for larger version. 

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  16. #416
    I have the same issue as Ni in 4K. Can't seem to break 49fps.

    i9-7980XE, 2x2080ti, Windows 10 Pro
    gbk is 50 probably

    MB IS FAT

  17. #417
    Admiral of Awesome
    Posts
    18,452
    48 FPS is the engine cap, so if you’re reliably getting that framerate you aren’t missing much anyway.

  18. #418
    Child's Play CharitySon of Krokodile XVI
    Posts
    5,056
    To me, JK feels a lot smoother and more fun at high FPS on a high refresh rate monitor, like any other game. I don't know what the engine cap involves, but I would personally recommend surpassing it for gameplay reasons.

    I have had trouble with the FPS in JK myself, though. At one point, I was confused as to why my FPS was getting capped at 60 in the game despite seemingly doing everything to circumvent the cap. I can't remember how I finally got around it, though.

  19. #419
    Admiral of Awesome
    Posts
    18,452
    The simulation timestep is 1/48th of a second. JK doesn't interpolate between frames, so rendering faster than that effectively duplicates frames. The scene is rendered again but all of the objects including the camera (but not the first person weapon mesh) are in the same position as the last frame.

    JK's approach causes judder both above and below 48 fps, as it will either double or drop every n-th frame to make up the time, respectively. Very high framerates mean less average error per frame (so less judder). But it just makes the game converge on what you'd get if you were locked to 48 fps. It's not any smoother.

  20. #420
    Child's Play CharitySon of Krokodile XVI
    Posts
    5,056
    I don't completely understand that, but does it mean that 144 FPS at 144 Hz (for example) should feel the same as 48 FPS in JK? Because the framerate is high enough to perhaps decrease judder to an unnoticeable level (even though it still exists since you're going above the 48 FPS) but there isn't any less stutter from the high framerate since the engine is capped at 48 FPS.
    Looks like we're not going down after all, so nevermind.

  21. #421
    Admiral of Awesome
    Posts
    18,452
    At 144 Hz each in-game frame will be rendered 3 times, so there shouldn’t be any judder. But the game is still running at 48 FPS internally.

  22. #422
    That makes sense. Thanks Jon`C!
    gbk is 50 probably

    MB IS FAT

  23. #423
    Glad to be of help, NoESC
    Last edited by Nikumubeki; 12-27-2019 at 05:50 AM.

  24. #424
    Child's Play CharitySon of Krokodile XVI
    Posts
    5,056
    Quote Originally Posted by Jon`C View Post
    At 144 Hz each in-game frame will be rendered 3 times, so there shouldn’t be any judder. But the game is still running at 48 FPS internally.
    Does this mean that 48 and 144 FPS at 144 Hz should feel identical when playing JK?

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