how is that?
EDIT: do you know something that I dont know?
please share with us your information
how is that?
EDIT: do you know something that I dont know?
please share with us your information
Yes. I declared the project to be dead!!!
Noooo…was one random joke, god damit -,.-
I recompiled the old XreaL forest test map for ET.
Btw look at the polycount. This is not the usual Quake engine 
[QUOTE=Tr3B;272461]I recompiled the old XreaL forest test map for ET.
Btw look at the polycount. This is not the usual Quake engine 
[/QUOTE]
Wow, it looks great mate, need few tweaks and you can publish it 
Really great job. That actually looks like the XReal video here. When I first watched that video I never thought that it could happen to Et some time but now you really made it. Great job Tr3b!!!
KeMoN
I was wondering what console command you used in the first image you posted.

I’ve tried r_speeds 1 to 7, but I’m not getting the same info displayed in the console…
I notice two different amounts for the tris displayed: 756K and 142K, I figure 756K is what the engine actually draws and 142K might be what the player sees ? I believe Fueldump and Radar have a max tris of around 30-35K
You can’t achieve that framerate with a CPU path. I moved almost everything to the GPU. If you type into the console r_showTris 1 then you can see that all blue triangles use the new GPU accelerated path and all red triangles the old CPU path.
[QUOTE=FireFly;272511]I was wondering what console command you used in the first image you posted.

I’ve tried r_speeds 1 to 7, but I’m not getting the same info displayed in the console…
I notice two different amounts for the tris displayed: 756K and 142K, I figure 756K is what the engine actually draws and 142K might be what the player sees ? I believe Fueldump and Radar have a max tris of around 30-35K[/QUOTE]
It uses a realtime parallel split shadow algorithm for the sun light in that scene like in Crysis. It has to render several objects multiple times in offscreen mode to create the shadow maps. So the total number of triangles in VBOs used is 142K but because of the multiple rendering it is a 756K burden to the GPU. So you need 3*756K vertex shader executions.
You can see the r_speeds values if you set con_drawnotify to 1.
[QUOTE=Tr3B;272461]I recompiled the old XreaL forest test map for ET.
Btw look at the polycount. This is not the usual Quake engine 
Looks good.
[QUOTE=Tr3B;272461]I recompiled the old XreaL forest test map for ET.
Btw look at the polycount. This is not the usual Quake engine 
Can I get this forest map please, also with models ?
Looks nice
Was Wondering, Can ET:Xreal Run Maps without them being Compiled into a BSP Format like Doom3