Allow us to disable depth of field


(sdGjoel) #21

I think this is due to depth of field not being optimized for ATI.

Two points:

  1. The time taken for Depth-of-Field is constant, so not dependant on where in a level you are.
  2. The Depth-of-Field implementation is quite optimised, being interleaved with Glare and outline-rendering. If we were to allow disabling depth-of-field, we would have to split this up, ending up with worse performance when running with everything on.

We appreciate your input on what might be causing the issues you are seeing, but the depth-of-field unfortunately is not the cause.

Thanks!


(Smoochy) #22

[QUOTE=sdGjoel;339878]Two points:

  1. The time taken for Depth-of-Field is constant, so not dependant on where in a level you are.
  2. The Depth-of-Field implementation is quite optimised, being interleaved with Glare and outline-rendering. If we were to allow disabling depth-of-field, we would have to split this up, ending up with worse performance when running with everything on.

We appreciate your input on what might be causing the issues you are seeing, but the depth-of-field unfortunately is not the cause.

Thanks![/QUOTE]

what about the portal thing? occlusion etc


(sdGjoel) #23

Portals are done CPU-side, so this is entirely unrelated to what gfx-card you are running. Portals are very much still in use, and you can’t disable them (because you would run at 2fps).

Occlusion queries are used extensively, and we haven’t seen issues on any graphics-cards.


(esomonk) #24

Then what would account for the massive performance drop? I usually average 50-120 fps but on the open areas of security tower it drops down into the 20s.


(Smoochy) #25

me 2! very annoying.

[QUOTE=sdGjoel;339973]Portals are done CPU-side, so this is entirely unrelated to what gfx-card you are running. Portals are very much still in use, and you can’t disable them (because you would run at 2fps).

Occlusion queries are used extensively, and we haven’t seen issues on any graphics-cards.[/QUOTE]

ok, thx. i use the brink configurator and it has an option for portals. i didnt see much when i tried the 0/1. any chance you can give ATI a kick up the (,)? :slight_smile:


(Humate) #26

Its a locked cvar anyway.


(.Chris.) #27

Pretty sure it’s the cause of my headaches though :slight_smile:

Some folk thought it may give them an FPS boost but I think a large amount of players want the option to disable DOF for comfort, nothing more.


(Je T´aime) #28

Well to be fair, your computer have to render a lot more in big open areas compared to a room wich is kinda obvious, fps drops are normal in open areas. Just not normal decent pcs running the game at 20 to 50 fps with all on lower : p


(AnthonyDa) #29

[quote=.Chris.;340063]Pretty sure it’s the cause of my headaches though :slight_smile:

Some folk thought it may give them an FPS boost but I think a large amount of players want the option to disable DOF for comfort, nothing more.[/quote]
Also, what’s the point of locking such a cvar if it’s only because it might break my game?
If it’s broken because of a cvar I have changed, then it’s only taking me 10s to revert the cvar with an autoexec.cfg.

This is a totally dumb decision, once again …


(jRAD) #30

[QUOTE=AnthonyDa;340150]Also, what’s the point of locking such a cvar if it’s only because it might break my game?
If it’s broken because of a cvar I have changed, then it’s only taking me 10s to revert the cvar with an autoexec.cfg.

This is a totally dumb decision, once again …[/QUOTE]

What use is a cvar that will 100% be guaranteed to break your game? It’s useful to us for debugging purposes, but not to anyone actually playing the game.


(Azev2000) #31

[QUOTE=sdGjoel;339878]Two points:

  1. The time taken for Depth-of-Field is constant, so not dependant on where in a level you are.
  2. The Depth-of-Field implementation is quite optimised, being interleaved with Glare and outline-rendering. If we were to allow disabling depth-of-field, we would have to split this up, ending up with worse performance when running with everything on.

We appreciate your input on what might be causing the issues you are seeing, but the depth-of-field unfortunately is not the cause.

Thanks![/QUOTE]

How about disabling or adjusting it so the game doesn’t look like a blurry mess if someone is more than 5ft away from me.


(murka) #32

On larger areas, DOF makes my eyes hurt and if exposed for longer periods(sectow anyone?) my head will start to hurt.


(kilL_888) #33

i used to like depth of field when it first appeared in games, but in the end, when you play a game it just gets annoying.

the human eye does a pretty job by itself, blurring unnecessary areas automatically. when you are in a gunfight you wont notice the dof effect anyways.

so, why have it, if you dont realize its there for most of the time you play the game? to decrease performance?

i think the dof has a good effect on sky boxes, but the actual map? hm, dont know. i dont need to have it.


(Mustang) #34

Maybe I got the wrong end of the stick
But I thought the community wanted DOF off to ease head pains rather than for more FPSes

EDIT: Heh, I should probably have read the remaining posts first


(neg) #35

what about the numerous other r_skip commands related to particles/motion blur not to mention the 50 others that are locked, any reason why they are force locked aswell?


(jRAD) #36

If it’s locked, then we consider it something that would break the game in general play or would give an unfair advantage or cause imbalance if it was changed. The solutions to many problems aren’t always cvars. :slight_smile:


(sdGjoel) #37

There is functionality we can’t expose as it influences gameplay - an example is glare, which doubles as a flashbang-effect.

As jRAD mentions, most of the locked cvars are for internal debugging purposes; enabling them either severely influences gameplay (think wallhack) or completely destroys performance.


(neg) #38

so you are considering removing the particles entirely from sec tower then? and all the other crap that destroys the fps on the map l0l


(oxide) #39

i see no reason why things such as depth of field should be forced on for users… try designing your games better in future and maybe they won’t die after 2 weeks


(neg) #40

rofl infraction for that post
honestly what

it would be nice if you guys would start making public what you are currently working on, in the game, instead of just this blanket of nothingness coming out of you guys its only further helping to move the player base onto other games because there is no information about whats getting fixed, or about SDK or about DLC… even if it doesnt include dates any info at all is better than nothing