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0.31.2 - Looks better, runs faster.

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For players, this update is primarily the first performance focused update. A huge part of this was our system for increasing scalability -- we now have very fine control over the quality of textures, effects, shaders, lighting, etc. From our profiling, players should see significant FPS gains compared to previous versions (even with higher detail visuals).

 

Under the hood, hundreds of hours of development has gone into our art pipeline. While we're not doing much with it at the moment, we're very excited about 

the power it gives us -- it makes cusomizing players and map textures extremely simple but extremely powerful. We're going to be doing some really cool stuff with this tech and we can't wait to show it off.

 

This update is compatible with existing 0.30.x servers so if you encounter any problems, simply revert back to the "main" version until we squash the bugs. Server admins should ideally update anyway but there's no need to run both main and test servers.

 

0.31.0

 

Server

  • Re-wrote server front-end to use windows forms instead of raw console. This should actually reduce CPU loads.
  • Fixed a bug where the servers Steam information was being updated far more often than it needed to be. This fix should also reduce CPU loads.
  • When using "callvote map", the returned map list is broken into multiple lines so you can actually read it.
  • Cleaned up failed to connect messages on both server & client
  • Fixed bug where clients could get stuck in lag state indefinitely on map change. (always connecting)
  • Added sv_startmode command
  • Added server commands "mode", "kick", "remove". This can be used from the server console instead of requiring a vote.
  • Added callvote "kick", "remove"
Client
  • Reduced required DirectX version to 10.0
  • Input is now sent to the server at 75fps (down from 125fps). This should lower the CPU load for dedicated servers with no noticable impact for players (the server only ticks at 75fps anyway so the extra data was largely wasted).
  • Lightmap format has changed. We now store an extra colour for low end machines, instead of the expensive per-pixel lightmap information. Sorry mappers, this means you need to rebuild.
  • Ridiculous amounts of graphics optimisations (shadows, zprime, decals, gbuffer format, shader optimisation, normal blending). Players should see significant FPS increases across all video configs.
  • Created micro/macro texture architecture, giving us more detail, more customization and using less GPU.
  • Added Image-Based Lighting and removed previous broken reflection pipeline
  • Added offline DXT1/DXT5/BC6/BC7 texture packer & compressor
  • Added configs for different video modes. Until we've done our options menu, the easiest way to change video settings is to bring down the console, type "loadconfig vid_X" and then "saveconfig" to store the changes. Graphics presets are:
    • vid_high
    • vid_medium
    • vid_low
    • vid_hi_vis
  • Added lots of cvars to scale graphics for different hardware. Generally, 2 is highest quality, 0 is lowest quality.
    • r_shader_quality <0-2>
    • r_texture_quality <0-2>
    • r_effect_quality <0-2>
    • r_shadow_quality <0-2>
    • r_texture_resolution <0-2>
    • r_texture_microdetails <0-1>
    • r_high_vis <0-1>
  • Re-did every single material for the new macro/micro material system. Fun times.
  • Reduced the amount of maps we ship with (rebuilding and reuploading all the lightmaps is tedious and our internet sucks)
  • Updated lava shader to something prettier
  • Loading bar is now orange for no reason
0.31.1
  • Removed bloom from vid_low.cfg
  • Fixed gamma on micro material tints
  • Restored energy conservation on IBL pass
  • Fixed crash bug where r_effect_quality would cause a crash by deleting physics objects while engine is running asynchronously
  • Fixed jerkiness! Buffered input that had not yet been put into network layer was not being applied on client-side prediction. This was in .30 too, but way more noticeable in .31 when we lowered max outgoing packet rate to 75hz.
  • Fixed bug where input was getting dropped ( :( ) at certain frame overlaps between outgoing packet rates & client frame rate (this affected subframe too)
  • Pickup touch and pickup respawn effects have been optimised to be lighter on GPU
  • Developer materials have been rebalanced (and are slightly more shiny).
  • Light_spot_small intensity reduced to be more usable with the new pipeline.
0.31.2
  • Increased max shadow count from 128 to 256
  • Reduced shadow near clip from 16 to 2
  • Lag & traffic meter now resets on server join
  • Fixed (again) bug where outgoing packets wouldn't always be clamped to 75/second
  • Adjusted lightmap gain settings to rebalance light closer to 0.30 levels.
  • Added point sampler
  • Fixed sampler in macro texture for meta texture (filtering issues)
  • Fixed bug where objects were not getting lit by probes correctly in r_shader_quality 2
  • Lowered intensity of all placeholder guns
  • Reduced gloss default texture (again)
  • Adjusted lift_spot_sml intensity to rebalance light closer to 0.30 levels.
Known Issues
  • Player colors are broken (color0 seems to be multiplying through all colours)
  • One frame of rocket explosions is green (particularly noticeable when bloom is disabled)
  • Reports of video driver crashes and occasional freezing of client/server. Consider this a general stability warning -- huge amounts of the engine have been rewritten and we're expecting some bugs.

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Lots of wiki update material... whee... ieek... I think :)

 

As of now Steam does not seem to have an update, at least the automatic download of the latest test simply does not start. I still have 0.30.4 running. It worked for 0.30 and 0.29 for me. So maybe we all need to wait for Steam to catch up?

 

Update: Added some extra highlighting and formatting to the above info on the wiki:

 

Reflex Changelog 0.31.x

 

Update II: Most of the new console commands are not on the wiki. Lacking "good" descriptions though.

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Lots of wiki update material... whee... ieek... I think :)

 

As of now Steam does not seem to have an update, at least the automatic download of the latest test simply does not start. I still have 0.30.4 running. It worked for 0.30 and 0.29 for me. So maybe we all need to wait for Steam to catch up?

 

Update: Added some extra highlighting and formatting to the above info on the wiki:

 

Reflex Changelog 0.31.x

 

Same here.

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For the wiki:

 

Added server commands "mode", "kick", "remove". This can be used from the server console instead of requiring a vote.

 

Those that can check... are the commands named exactly as above, i.e. "remove" or are they actually called "sv_remove"... the latter IMO would make more sense.

 

Update: Just got 0.31.0... neither command exists on console... so no idea how the above is meant to be used.

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For the wiki:

 

Added server commands "mode", "kick", "remove". This can be used from the server console instead of requiring a vote.

 

Those that can check... are the commands named exactly as above, i.e. "remove" or are they actually called "sv_remove"... the latter IMO would make more sense.

 

Update: Just got 0.31.0... neither command exists on console... so no idea how the above is meant to be used.

 

It's kick/remove on dedicated server console. To use as a client, callvote kick [name]. 

So I've been told  :)

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Thanks... I figured as much... never used the server console before... so was missing that.

 

Anyone else noticed that un-lit maps now look very much more distinctly cartoony, and bleached out? I seem to have vid_medium quality settings set.

 

Quick test...

  • Apparently compiles 125s faster under 0.31 as compared to 0.29 (that is 10%)... if true, that would be neat. .light file is 2MB larger though.
  • The lightmap bleeding is significantly reduced AFAICT, though my ramps still show lightmap bleeding.
  • The Quad is now red... ieeek... does not go well with my drapes... I mean blue pool ;).
  • I think a few of the texture alignment issues, on co-planar surfaces and angled brushes have been resolved. Though in other cases I still see them.
  • Even under vid_high the freshly compiled map looks blurry and undefined. As if a "gamma 2" had been added to the lighting. I'll create some comparison shots later. Especially the yellow/orange textures look strange now... greenish.
  • and  also compile 10% faster. So that is a real improvement... though it might be at the cost of image quality.

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I swear the farther your com_maxfps is below the framerate you could be getting, the more choppy/laggy the game feels. In 0.30.4, I would get barely over 250 fps, so I capped it at 250 fps and it felt great. Now with 0.31.0, I get like 1400 fps and set com_maxfps to 333 which should at least feel the same if not better, and the game feels like crap. :(

 

i5-4670k / r9 270x

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I swear the farther your com_maxfps is below the framerate you could be getting, the more choppy/laggy the game feels. In 0.30.4, I would get barely over 250 fps, so I capped it at 250 fps and it felt great. Now with 0.31.0, I get like 1400 fps and set com_maxfps to 333 which should at least feel the same if not better, and the game feels like crap. :(

 

i5-4670k / r9 270x

Max fps 333 will fell like crap in any case, unless u have 333 / 166 hz monitor .Why u would do that, this is not OSP V1.03  Grow up hillbilly

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Didn't realise the server tick rate is 75. Is that not a bit low for a game of this fast paced nature? Or am I misunderstanding something here?

Amazing update though, I'll try it out soon and look forward to the performance improvements!

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Guest oskid

Lots of wiki update material... whee... ieek... I think :)

 

As of now Steam does not seem to have an update, at least the automatic download of the latest test simply does not start. I still have 0.30.4 running. It worked for 0.30 and 0.29 for me. So maybe we all need to wait for Steam to catch up?

 

Update: Added some extra highlighting and formatting to the above info on the wiki:

 

Reflex Changelog 0.31.x

 

Update II: Most of the new console commands are not on the wiki. Lacking "good" descriptions though.

 

+1 Can't download new update

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Didn't realise the server tick rate is 75. Is that not a bit low for a game of this fast paced nature? Or am I misunderstanding something here?

Amazing update though, I'll try it out soon and look forward to the performance improvements!

Iirc CPMA servers run at 30fps. It depends a lot on the netcode.

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Thanks for the update, game running much smoother now. r_dynamic_lights 1 looks like ass tho. Far too bright in spots and shadows are weird. Maybe I'm just used to r_dynamic_lights 0?

 

Also I'm not going to lie I did kinda like the old textures with the squares on them, they looked sick. I feel like with totally flat textures I tend to lose a feel for distance whereas the squared ones put distance into perspective a little. Maybe I'm just being retarded, great update.

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I noted in AEpyraR, where I have dynamic lights behind columns, that on vid_medium (or lower quality, not sure) the light bleeds past the column bases, on vid_high the light is blocked. So there definitely is a dynamic light quality setting involved. This may explain why frwny is seeing "bad" dynamic lighting. I did note as well, that the dynamic lights seem to be brighter though. In AEdm7R my spotlights were pretty subdued and subtle... now the spots stand out.

 

I found it quite interesting to try vid_hi_vis which suddenly turned off all the grid-textures and replaced them with their non-grid version. This also fixes the weird lighting issues I am having on the curved door arcs (approximated by brushes) in AEtimeR.

 

I guess, a detailed analysis of what the new render commands do, on the wiki, would help everyone. I am not so great with the testing, but I can help reword and format the information for the wiki. E.g. "you" write up the info on the mapping forum pages, and I clean them up for the wiki.

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I swear the farther your com_maxfps is below the framerate you could be getting, the more choppy/laggy the game feels. In 0.30.4, I would get barely over 250 fps, so I capped it at 250 fps and it felt great. Now with 0.31.0, I get like 1400 fps and set com_maxfps to 333 which should at least feel the same if not better, and the game feels like crap. :(

 

i5-4670k / r9 270x

 

I'm getting something similar although when I cap it to my refresh rate (75) it gets fixed, any different than that and it micro stutters all the time :(

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The surface reflection effect completely gone now? Everything looks so blank now without the texture lightmaps sucking in the incoming reflections. It's not just that the textures are new, something is just missing.

 

http://puu.sh/gc8uS/08c1ab0e89.jpg

 

My friend just sent me this screen shot. This is what grenade decals look like for him.

Maybe hes just jumping around at the speed of light, things tend to look flat and thin when you go that fast.

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Thanks for the update, game running much smoother now. r_dynamic_lights 1 looks like ass tho. Far too bright in spots and shadows are weird. Maybe I'm just used to r_dynamic_lights 0?

 

Also I'm not going to lie I did kinda like the old textures with the squares on them, they looked sick. I feel like with totally flat textures I tend to lose a feel for distance whereas the squared ones put distance into perspective a little. Maybe I'm just being retarded, great update.

 

We're going to be looking into the brightness levels of lights etc. It could be that something is wrong with our lighting pass or it could be that previous to this (when there was definitely things wrong with our lighting pass), we balanced lights around broken stuff.

 

If you want the grid back, turn off hi vis ;) 

 

 

I guess, a detailed analysis of what the new render commands do, on the wiki, would help everyone. I am not so great with the testing, but I can help reword and format the information for the wiki. E.g. "you" write up the info on the mapping forum pages, and I clean them up for the wiki.

 

I'll add some (very) technical info about each of the cvars in a minute.

 

 

It's okay, that's been broken for as long as we've had decals.

 

The surface reflection effect completely gone now? Everything looks so blank now without the texture lightmaps sucking in the incoming reflections. It's not just that the textures are new, something is just missing.

Not completely gone, just not nearly as obvious on our default dev material. I'm surprised someone hasn't already dug this out but since it's only a matter of time: Load map empty. Add an effect of "internal/debug/materials/pbr_mat_test_1", look at the pretty, add another effect of "internal/misc/reflectionprobe", build light, look at the pretty some more.

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All rocket exposions seem to flick green at some point. Performance seems similar to before, though maps and weapons look more dull and ugly to me. Somehow it seems that most of the maps are now filled with grey ambient light all over the place and lightmaps dont really have bright colors anymore.

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I generally use com_maxfps 60, and get low ping doing so.  It feels good at this capped fps.  However once I start increasing it past com_maxfps 90, I start to get a ping increase (on the same server).  For example com_maxfps 100 is slightly higher in game ping, then com_maxfps 110 is again slightly higher.  Once I go to com_maxfps 120 or higher my ping will go from 50ms to 70ms+ in game.  After com_maxfps 120 it seems in game ping no longer increases.  I want to use higher com_maxfps (120 or 125 feels better) but it also increases my ping.  Using com_maxfps 0 gives me almost as low pings as com_maxfps 60 (generally 5ms higher in game) but isn't 100% smooth like a locked frame rate is.  This isn't unique to this build, I think it's been showing similar behavior since release but now that can guarantee higher stable fps I'd love to be able to use them without a in game ping increase.  Any idea what is going on here?

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