Tags: sithmartyr/jkgfxmod
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Added `vram_texture_preload_size` configuration option Implemented naive speculative loading of material images. At startup, if the `vram_texture_preload_size` option is specified, a random collection of materials is preloaded into video memory. At low values, `vram_texture_preload_size` will reduce (but not eliminate) run-time stuttering due to texture streaming. However, if this value is arbitrarily large, and there is sufficient video memory available, all material images can be preloaded at program launch. There is significant potential future work in this area, but for now I am considering the speculative loading issue fixed. More tasks can be opened to track alternative approaches in the future, as needed. Fixes jdmclark#6
Removed use of extension `GL_ARB_explicit_uniform_location` This change eliminates the last OpenGL extension in use, `GL_ARB_explicit_uniform_location`. This change should improve compatibility with certain hardware and driver combinations. Fixes jdmclark#54
Performance improvement for SSAO Previously, depth and normal values were packed into a single texture. This change separates depth and normal into different textures, greatly reducing the cost of random depth lookup inside the SSAO shader. Performance impact is hardware- and resolution-dependent. Local testing suggests this improvement is substantial (GTX 1080 @ 4k saw framerates increase from roughly 30 to roughly 58 with SSAO enabled).
Replaced the `internal_resolution` setting Previously, jkgfxmod provided an `internal_resolution` feature. This optional feature would render the game at a different internal resolution than the native screen resolution. The intended use for this feature was to pillarbox widescreen resolutions, but it was implemented in a manner that is much too generic and difficult to explain. The `internal_resolution` feature has been replaced with a simple `correct_game_aspect_ratio` toggle, matching the previously-implemented `correct_menu_aspect_ratio` option. When `correct_game_aspect_ratio` is enabled, the game renders at an internal 4:3 aspect ratio which best fits the configured screen resolution. Existing configuration files will work, but the `internal_resolution` field will be ignored.
Fixed post_box4.frag shader compile error on some graphics hardware The previous version of post_box4.frag unintentionally used a proprietary extension, and did not work with compliant GLSL compilers. This has been corrected. Fixes jdmclark#29
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