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Old 10-08-2020, 10:23 PM
Verok is offline Verok
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1. 60fps is max what my screen can handle. It's smooth enogh. I can't feel smother even 1000fps, because game doesn't skip any frame and my screen can't produce any extra frame. CS:GO might uses some motion blur effects or post processing shaders for 60FPS screens. But DF is too old for this.
Anyway, all DF actions and animations linearly based on previous state (previous frame), it doesnt take into account previous time. Time is only checking in main game loop. So if I'll make FPS twilce as much - any NPC will run twice faster and any animation will play the same, twice faster. Even mouse movement iwill be twice faster. This is the way old game were developed. Thats why we see frames lags with low fps, but not frames skipping. This is visible even on my youtube video. Sorry, but It's impossible to find all action codes without souce code.

2. 2Gb limits it's a different thing. Game has been developed in time of 8-32Mb of RAM. In "static memory allocation" I meant that alocated memory is defined in compile time, and it's hards to understand what and how much game memory needs for each resource now. Sorry it's hard to explain for regular users, but developers and rev. engenars should understand what I mean

3. Sorry, I can't check ReShade as it requires OpenGL 4.5 and my limit is 4.0. So ReShade does'n work for me

4. As I wrote in YT comment, widescreen support is based on DF1 F12 key mode. I just added stretching to fullscreen and dynamic recalculation for 16:10 or any other wide screens. But for 16:9 screen it's looking the same
as original F12 mode but stretched to fullscreen.
For DF2 I imported the same thing, as DF2 doesnt have any widescreen mode.
Yes wide mode is cropped 4:3 mode. But to increase horisontal FOV we need increase hoisontal resolution. For example for 1024x768 it sould be 1366px. But here is the same memory limitation as I described in pt 2. Memory is statically alocated for max 1024 px per row.

5. I haven't check it yet, but I think to increase lod distance will have the same problem as in pt 2 and 4.

Conclusion. For all these we need totally rewrite whole Voxel Engine or maybe ask Novalogic for original source codes for each game
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