Et: Xreal


(Dushan) #301

how is that?

EDIT: do you know something that I dont know?
please share with us your information


(acQu) #302

Yes. I declared the project to be dead!!!

Noooo…was one random joke, god damit -,.-


(acQu) #303

:stuck_out_tongue:

Joke ^^


(Tr3B) #304

I recompiled the old XreaL forest test map for ET.
Btw look at the polycount. This is not the usual Quake engine :stuck_out_tongue:


(lamps) #305

Tr3B these look great. :drool:


(Dragonji) #306

[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 :stuck_out_tongue:

[/QUOTE]
Wow, it looks great mate, need few tweaks and you can publish it :smiley:


(KeMoN) #307

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


(Dragonji) #308

I hope it uses GPU to render such things, not CPU like ET does :slight_smile:


(BackSnip3) #309

100 fps on TreB screens, I think it works well then :smiley:


(FireFly) #310

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


(Tr3B) #311

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.


(Tr3B) #312

[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.


(Dragnadh) #313

[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 :stuck_out_tongue:

[/QUOTE]

Looks good.


(BackSnip3) #314

Please how do you make this work? Special sun shader or what?


(Shownie) #315

Looks like amazing!

Keep it up fellas :slight_smile:


(Kic) #316

[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 :stuck_out_tongue:

[/QUOTE]

Can I get this forest map please, also with models ?
Looks nice


(daz2007) #317

Was Wondering, Can ET:Xreal Run Maps without them being Compiled into a BSP Format like Doom3


(Dushan) #318

I believe so but am not sure, then it not use full potential of XreaL engine


(daz2007) #319

Can anyone Upload the Latest Xreal Binaries, my Visual Basic Expired :frowning:


(daz2007) #320

Why is it when i Sometimes Load Maps it brings me back to the Main Menu