[QUOTE=Dushan;316035]donāt have to be ⦠in vanilla ET renderer engine before I had celshading. I didnt say that we cannot update vanilla engine, we can still update it with features from XreaL engine (rotoscope, md5 models, jpg/png images, vbo/glsl ⦠stuff like that) and add some other features what XreaL dont have ⦠like raytracing ā¦
I have think about this for some time, personally am not happy with XreaL performances with ATI/AMD GPU cards. I dont know is that because of AMD OpenGL driverās or any other reason ⦠Nobody can say that XreaL isnt good and that dont show advantages over any IDTECH3 engine, its huge improvement.
But it would me take too much time to learn XreaL rendering engine. In my XreaL buildās there was/is extremely big problem on Radeon 4850 and Omnibots ingame ⦠Impossible for playing with 6+ bots ingame[/QUOTE]
Iām pretty sure many graphics people would agree that if youāre having a performance issue with raster graphics, ray-tracing will not help at all. Plus it also means youād have to change the way the geometry was stored, so youād probably get rid of the BSP format as well and break compatibility with all ET/Q3 maps which canāt be recompiled. As someone whoās worked with a lot of large software projects, I think it would be very unwise to throw away all of Tr3bās work, especially since you just said youāre going to reintegrate/reimplement a lot of it.
The code written for the XreaL renderer is card-agnostic, so any performance issues are likely because of drivers (as you said). They have a bad reputation as it is. You could, in theory, make separate execution paths for each card, but it would quickly turn into a horrible mess.
I would also profile the engine before you assign blame to any certain component. Bots should have no hooks into the renderer at all, so if you have trouble with adding too many bots (which should be completely server-side), it probably means that the bots are chewing up your CPU. Since the engine is single threaded, whatever timeslice was spent in the renderer previously is now smaller, so fewer FPS.
Iām not trying to sound rude or condescending. Your project has stirred a lot of interest and it would be a shame to see it go down in the flames of feature creep.