View Issue Details
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0005487||The Dark Mod||Graphics||public||06.01.2021 14:33||10.01.2021 03:40|
|Target Version||TDM 2.09||Fixed in Version||TDM 2.09|
|Summary||0005487: "image_preload 0" breaks rendering if SSAO or Bloom are enabled|
|Description||Setting "image_preload" to "0" is supposed to force the engine to dynamically load textures as needed to save on VRAM|
2.09 (?) rendering changes have broke this feature.
We either need to un-archive the cvar, remove the cvar or fix it.
|Steps To Reproduce||1) Start TDM with default settings|
2) Open the console and invoke image_preload 0
3) Restart TDM
4) Enable SSAO
5) Restart TDM
6) Start a mission
7) Note that the screen is black on load
8) Kill TDM
9) Start TDM
10) Disable SSAO and enable Bloom
11) Start a mission
12) Note that a distorted Bloom image is all that is rendered
|Tags||No tags attached.|
Seems to work for me as usual on current SVN
Quick load in a small room with 1.1 GB used VRAM
Noclip and fly over to grow usage to 1.6 GB with obvious stuttering when the textures queue to upload
BTW this cvar in its current implementation is targeted for quicker mission load (i.e. game world start) rather than saving VRAM
Hmm... Maybe it's only broken on Linux?
Edit: Forum reports indicate that only Linux is affected
Updated the description.
This only affects Bloom or SSAO
That said, when image_preload is disabled the GUI flickers with messy white textures when transitioning animations too.
It turns out that this sequence works live with no restarts:
1) Disable SSAO and Bloom
2) Set image_preload 0
3) Start the mission
4) Set image_preload 1
5) Enable SSAO and Bloom
6) Set image_preload 0
This does still have quirks with GUI elements flashing but it seems to retain the intended design.
|It's fixed on trunk.|
I can confirm that the game now renders when SSAO is enabled and image_preload = 0
There is one last issue, which is that if you set SSAO and image_preload 0 there will be no SSAO effect
when you start the mission.
This "feature" is getting on my nerves... Fixed.
Seriously, though, we may want to invest some time in proper load time reductions...
Fix confirmed! Thank you!
Yes, the image_preload dichotomy is a pretty bad implementation.
Carmack thought that the normal "asset loading zone" design for open-world games was ugly so he avoided it with all his might.
Then he invented "megatexture" as the "better version" of an asset loading design.
I guess now that the kinks have been worked out in megatexture he has been somewhat vindicated.
|06.01.2021 14:33||nbohr1more||New Issue|
|06.01.2021 14:33||nbohr1more||Status||new => assigned|
|06.01.2021 14:33||nbohr1more||Assigned To||=> stgatilov|
|06.01.2021 14:34||nbohr1more||Relationship added||related to 0005433|
|06.01.2021 15:38||stgatilov||Assigned To||stgatilov => cabalistic|
|07.01.2021 14:52||duzenko||Note Added: 0013420|
|07.01.2021 15:25||nbohr1more||Note Added: 0013421|
|07.01.2021 15:25||nbohr1more||Note Edited: 0013421||View Revisions|
|07.01.2021 21:23||nbohr1more||OS||=> Linux|
|07.01.2021 21:24||nbohr1more||Note Edited: 0013421||View Revisions|
|08.01.2021 03:42||nbohr1more||Summary||"image_preload 0" no longer functions => "image_preload 0" breaks rendering if SSAO or Bloom are enabled|
|08.01.2021 03:42||nbohr1more||Steps to Reproduce Updated||View Revisions|
|08.01.2021 03:44||nbohr1more||Note Added: 0013424|
|08.01.2021 04:35||nbohr1more||Note Added: 0013425|
|09.01.2021 16:31||cabalistic||Note Added: 0013428|
|09.01.2021 16:32||cabalistic||Status||assigned => resolved|
|09.01.2021 16:32||cabalistic||Resolution||open => fixed|
|09.01.2021 16:32||cabalistic||Fixed in Version||=> TDM 2.09|
|09.01.2021 21:49||nbohr1more||Note Added: 0013431|
|09.01.2021 22:14||cabalistic||Note Added: 0013432|
|09.01.2021 22:29||nbohr1more||Note Added: 0013433|
|10.01.2021 03:39||nbohr1more||Note Edited: 0013433||View Revisions|
|10.01.2021 03:40||nbohr1more||Note Edited: 0013433||View Revisions|