View Issue Details

IDProjectCategoryView StatusLast Update
0006243The Dark ModCodingpublic26.11.2023 16:57
ReporterBikerdude Assigned Tostgatilov  
PrioritynormalSeveritynormalReproducibilityalways
Status resolvedResolutionfixed 
PlatformPCOSWindowsOS Version10 (21H2)
Product VersionTDM 2.10 
Fixed in VersionTDM 2.12 
Summary0006243: Light volumes that should be culled bleeding into other vizleafs
DescriptionIn the map Welli and I are working on, there is a large single light in the fireplace on the ground floor.

With the player stood in the basement and after inputting "r_showLightCount 1" we can see way more lights hitting surfaces than there are light in that vizleaf.

So I stood still and look at each of the colours represeting amount of lights hitting surfaces -

red = 0
green = 1
blue = 2
cyan = 3
pink = 4
white = 5+

And the white stood out as I could see it moving like a candle or fireplace. So I then nocliped to the room above and doused that fireplace.

And then when that light off, I got a FPS improvement
Additional Information@nbohr1more comented -

"I wonder if some of this can be done at the dmap level since optimizing the realtime engine is a pretty challenging."
TagsNo tags attached.
Attached Files
after.jpg (21,746 bytes)   
after.jpg (21,746 bytes)   
before.png (45,935 bytes)   
before.png (45,935 bytes)   

Relationships

related to 0005190 assignedstgatilov Frontend optimizations due to connectedness of entities/surfaces 
related to 0005172 resolvedstgatilov Improve interaction culling: case when player-visible object is not visible from light 

Activities

stgatilov

stgatilov

25.01.2023 17:47

administrator   ~0015884

Light cannot be always culled by flowing through visportals.
Read linked 0005172 for explanation why.
stgatilov

stgatilov

04.06.2023 12:00

administrator   ~0016012

Last edited: 04.06.2023 12:00

Finally fixed in svn rev 10394:
  https://bugs.thedarkmod.com/view.php?id=5172#c16011

Lights no longer interact with entities in areas that their rays don't reach through portals.
With an important exception: the world geometry still casts shadows in all areas within light volume (regardless of portals).
Bikerdude

Bikerdude

26.11.2023 16:57

reporter   ~0016191

Thank you.

Issue History

Date Modified Username Field Change
25.01.2023 12:39 Bikerdude New Issue
25.01.2023 12:39 Bikerdude File Added: after.jpg
25.01.2023 12:39 Bikerdude File Added: before.png
25.01.2023 12:39 Bikerdude Relationship added related to 0005190
25.01.2023 12:40 Bikerdude Relationship added related to 0005172
25.01.2023 12:40 Bikerdude Additional Information Updated
25.01.2023 17:47 stgatilov Note Added: 0015884
04.06.2023 12:00 stgatilov Note Added: 0016012
04.06.2023 12:00 stgatilov Note Edited: 0016012
04.06.2023 12:00 stgatilov Assigned To => stgatilov
04.06.2023 12:00 stgatilov Status new => resolved
04.06.2023 12:00 stgatilov Resolution open => fixed
04.06.2023 12:00 stgatilov Fixed in Version => TDM 2.12
26.11.2023 16:57 Bikerdude Note Added: 0016191