FWToW Manual Update I

FWToW Manual Update I

Postby FriendlyFire » Sun Apr 08, 2012 7:36 pm

WARNING: USE AT YOUR OWN RISK
Please read the entire post before downloading!


These "manual updates" are essentially the fast track to getting updates for your demo; you could consider them to be similar to "nightlies" in open source projects, though we can't promise daily/nightly updates. They won't break your mod, but they can be unstable. Usually they introduce new features or fix known bugs. Most often, these will not include launcher updates, so they will require some manual tweaking.

The MU1 is mainly a performance update aimed at significantly lowering lag caused by dynamic lights within deferred rendering.

Changelog:
-Shadow maps are now only created if shadows are enabled.
-Textures created with D3DFMT_R32F and D3DFMT_R16F now fall back to D3DFMT_A8R8G8B8 if unsupported by graphics driver.
-New shortcuts such as the tactical overview or video mode do not trigger if the chat box is open.
-Added two new settings: "light_ratio" and "light_min_range".

How to use: Navigate to your demo folder, then EXE. Paste the three given files inside, overwriting the earlier copies (I suggest making a backup prior to that, just in case). Now open fw_tow_settings.ini and change light_ratio and light_min_range according to these suggested values:
light_ratio: 25 (extremely low), 75 (low), 150 (medium), 500 (high) 2500 (extremely high)
light_min_range: 80 (disable fighter laser lights), 160 (disable small capital laser lights), 100000 (disable all lights)

These values are not fixed, so you are free to play with them. Use the suggestions as guidelines and tweak to your liking. Once you have decided upon a value, you can still use the launcher to run the demo and it should not revert the changes you have done to these two values.

If you want to see the impact of these fixes, I highly suggest running at debuglevel of at least 1 (low). debuglevel of 2 (high) will also let you see the actual numbers: the line "Active Lights:" tells you how many lights are currently active within the scene, whereas "Culled Lights:" tells you how many lights your computer actually has to render.

Now that you have read through everything, here is the download:
http://www.mediafire.com/?pdw163ooonh52m8

Please remember that should you encounter crashes or issues while using a MU, it is *required* that you give us which version you are currently using. Good luck and have fun!
User avatar
FriendlyFire
 
Posts: 1075
Joined: Mon Feb 15, 2010 4:14 pm

Re: FWToW Manual Update I

Postby Sushi » Sun Apr 08, 2012 9:45 pm

I had significant improvement using this fix. I used the baseline changes and saw some large improvements in framerate.
Image
User avatar
Sushi
 
Posts: 3343
Joined: Sun Feb 14, 2010 5:05 am

Re: FWToW Manual Update I

Postby StarFlyerDark » Mon Apr 09, 2012 2:19 pm

The mouselag fix needs to be fixed. It seems to slow stuff down.
Image
User avatar
StarFlyerDark
 
Posts: 4
Joined: Sun Apr 08, 2012 7:59 pm

Re: FWToW Manual Update I

Postby Sushi » Mon Apr 09, 2012 11:15 pm

So you notice a significant improvement by not using it? Interesting. How much FPS do you gain?
Image
User avatar
Sushi
 
Posts: 3343
Joined: Sun Feb 14, 2010 5:05 am

Re: FWToW Manual Update I

Postby w0dk4 » Mon Apr 09, 2012 11:22 pm

It may be inherent that the mouse lag fix slows down your game as it prevents the system to buffer DirectX calls. So I wouldnt exactly call that an issue or bug. In any way, if you have no mouselag without it, you can leave it off.
User avatar
w0dk4
 
Posts: 760
Joined: Sun Feb 14, 2010 2:33 pm
Location: Germany


Return to FW:ToW Demo Boards

Who is online

Users browsing this forum: No registered users and 1 guest

cron
nothin