Game Development Community

..anyone else seeing this ? (short vid link)

by TheGasMan · in Torque 3D Professional · 04/26/2011 (8:07 pm) · 10 replies

The link below is to a brief video of the FPS example steampunk hallway, 1.1 preview.

//Quad 3.0ishMHZ
//460GTX w/ latest drivers
//win7x64
//DX up to date

Notes:
1. ignore the black line across the middle, video error.
2. The only thing I changed in the vid:
I added specular white to the mat showing spec..but all of these issues were there before that change.

Advanced Lighting BTW.
www.gameartstore.com/t3dbugs/fps1/

I am going to add some images of other issues I see in this mission;
www.gameartstore.com/t3dbugs/fps1/erm1.jpgwww.gameartstore.com/t3dbugs/fps1/erm2.jpg
The image above is hard to see, but shadows pop in and out as well as what seems to be a z-buffer issue with the window framing. (window issue also seen in video)


In all honesty, I have no idea what to report and what not to report..so please, expect an onslaught of posts from me in the coming week..if time allows. :P

#1
04/26/2011 (8:17 pm)
shoot at the fencing to see more oddities....
#2
04/26/2011 (8:35 pm)
I think this is resolved in the trunk code by a fix to material batching... still we should get a ticket entered for it to check.
#3
04/26/2011 (9:15 pm)
Yep, that was a known issue in the Preview. I think that it may be fixed in the trunk, I remember seeing some updates with it's ticket. It'll definitely be fixed by the time Final comes around one way or another though.
#4
04/26/2011 (9:58 pm)
actually having just loaded it up on mine, its incredibly dark in the mission, yet screenshots show up normal :| I have to goto work now but ill have a better look at that this afternoon.
#5
04/27/2011 (8:12 am)
When I start this mission the first thing I notice is that as you turn (don't move!) the bump detail on the walls near the spawn point seems to get confused between which light to use for shadowing. The result is that the detail shadows flicker in and out on the walls by the windows, mainly on the side toward the center of the hallway (between the windows next to the spawn point and the large gears in the center).

Win7, Radeon HD 5500, AMD Phenom II X6 1055T, latest drivers, latest DXSDK, 1.1P
#6
04/27/2011 (8:29 am)
we always(usually) list the hardware we have when finding bugs..

but what are the specs of the hardware that T3D is being developed on?

just curious what hardware we need to use, to miss seeing all these bugs..
#7
04/27/2011 (9:31 am)
The issues in Burg aren't hardware bound. They're all asset and code based. I couldn't tell you what the specs are of the machines the programmers are using, but the QA Lab uses a suite of machines that low, mid and high end specs.
#8
04/27/2011 (10:44 am)
personaly, I dont see a lot of the bugs reported.
just curious is all
#9
04/27/2011 (10:57 am)
Quote:I couldn't tell you what the specs are of the machines the programmers are using, but the QA Lab uses a suite of machines that low, mid and high end specs.
How about answering the question in regards as to what 'QA' considers low, mid, and high specs - hint hint ;)
#10
04/27/2011 (5:34 pm)
Whoops, I had to go do something in the server room in the middle of writing that post and just hit post when I came back thinking I had finished writing it.

Here's what the machines are in the lab currently:

Low:
AMD Athlon Dual Core 2.3Ghz
2GB RAM
GeForce 8500GT 512MB

Mid:
Intel Core 2 Duo E8400 3GHz
AMD Phenom II X2 3.2Ghz
4GB RAM
Radeon HD 5670 1GB
GeForce 460 1GB

High:
Intel i7 (specific speed I'd have to check on later as they're down right now)
GeForce 295 GTX 1GB
6GB RAM

Those high ends might be rocking 12GB of RAM still though. They're artist rigs that I planted a flag on and claimed them for QA and was going to depower them some.