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Should I redeliver all 3 deliveries that returned 301 code, or just newest one?
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Same for @Simbax with alludo and atom package
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You'll have to update the webhook URL to https as GitHub doesn't like redirects
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@tomangelo I forgot that we have repos not centralized in the organization set up with ColoBOT Tongue
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Something wrong with bots, I already pushed commit to repo
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@tomangelo : You should really push all that stuff to your repo.
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I think that if it don't reduce FPS drastically, then optimalisations could be really postponed
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If someone want to check how it looks like and how it influence on performance, then there is link https://www.dropbox.com/s/q6176gt0xtemce...t.mod?dl=0, just rename it to human1c. Known issues: it's pink, probably something messed in materials; pipes around bag aren't properly placed; looks a bit weird if you have texture with all details on it.
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Memory usage increased about 2MBs on GPU with this model. Don't know how it influence on FPS, since it probably run on 60 fps anyway. I'll try to check that later.
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I think they aimed to make it run in satisfactory number of FPS, even on old (even for 00' years standards) machines.
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It's still possible to reduce it further, without losing so much quality
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BTW models. I think EPSITEC had plans for eye-of-the-bird perspective in original CoLoBoT (maybe with a patch or so). I think that because of low-poly models and lots of LOD variant models that wasn't really necessary even in early 00's GPUs (only integrated really sped up fps with them).
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That's still too much for real-time rendering model at this stage of development, especially if there's still no drastic changes in the textures, no normal maps etc. Anyway, I think it will be good to make as much models as possible for 0.1.9. Optimizing at this stage so much is not necessary, you can do this in future releases. I don't think this would be considered as downgrade just like recently "The Witcher 3" had trailers with better graphics than after premiere, not in this case.
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Status: 5'403 vertexes, 9'806 tris. Mod file have 2'222KB.
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Still I remember to make a hi-poly duplicates, so if someone would use non-optimized parts in future (like for CGI animations) can just switch them over the optimized ones without harm.
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Maybe even more, I didn't count, I've removed 200 from only 3 parts, also a lot of faces that hadn't its own vertexes also removed, so it's a lot of hidden performance-eaters that are tamed.
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And another ~300 vertexes from human1 were safely removed.
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Happy Birthday!
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Thanks Smile
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Happy Birthday