older levels don't take advantage of new reflection effect

Developer discussion of experimental fixes, changes, and improvements.

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  • i think the old levels (such as the one's with slime) should be made to take advantage of the new reflection and refraction effects.
    rufsketch1
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Sun Mar 02, 2008 6:46 am

  • Reflections are a huge fps drop... especially if the reflections are not all from the same plane.
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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    divVerent
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Sun Mar 02, 2008 5:32 pm

Tue Mar 04, 2008 7:01 pm

Wed Mar 05, 2008 9:26 am

  • arent reflexions configurable? i dont realy understand the question
    Asraniel
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Wed Mar 05, 2008 12:30 pm

  • Asraniel wrote:arent reflexions configurable? i dont realy understand the question


    exactly, if your fps drop too far down, then simply switch off the reflections
    *slaps divVerent for his comment*
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    Blµb
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Wed Mar 05, 2008 1:45 pm

  • Overusing reflections will make users switch them off, thus spoiling the effect even where it's affordable.

    *slaps Blµb for his comment*
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    SavageX
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Wed Mar 05, 2008 1:53 pm

Wed Mar 05, 2008 2:30 pm

  • My opinion (TM):
    "If you get too much (eye)candy - you get sick of it."

    Also:
    Overusing reflections will make users switch them off, thus spoiling the effect even where it's affordable.

    Not the only thing I am worried about. Overusing can also mean:

    "Of yes, let's add reflections on this metal floor... oh and on this stone... that barrel needs more reflections as well... and this tree... and the slime in slime pit also needs heavy reflections"

    I've seen too many games using their shiny effects on almost everything - no matter if it's suitable or not.
    I've seen the reflections in one single level already and it doesn't really my FPS here (I'm playing with VSync so I would not notice a 20 FPS drop however if it's still out of my sync). But I am sure we will see more of it with the next maps that are done - IF the people like it. That's up to the map-community. :)
    Zico
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Sun Mar 16, 2008 5:56 am

  • you could set a priority system on reflections. if it has a high priority, then it will show up with low reflection settings, if it has a low priority, it wont. on any level where they would be too big a performance drop, set them to a low priority level.

    but i don't think having reflections in more than one place is that big a drain, i haven't noticed any problems with it on the starship level.


    also, i think a level made entirely of reflective object would be quit interesting.

    house of mirrors >_<.
    rufsketch1
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Sun Mar 16, 2008 7:11 am

  • rufsketch1 wrote:also, i think a level made entirely of reflective object would be quit interesting.

    house of mirrors >_<.

    You could not get access to a computer capable of running such a map in Nexuiz. Wait 5 years.
    :)
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Sun Mar 16, 2008 7:19 am

  • Dave wrote:
    rufsketch1 wrote:also, i think a level made entirely of reflective object would be quit interesting.

    house of mirrors >_<.

    You could not get access to a computer capable of running such a map in Nexuiz. Wait 5 years.


    And DP doesn't support double reflections, too :)
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    Mr. Bougo
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