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Fireflyhace 11 días
Updated WebGL 'new' version: https://angeldu.st/static/webgl-new 1.) Added 'minimal' and 'low' post-processing values that downscale the render buffer to combat GPU fill-rate bottlenecks. You can trade lower pixel fidelity for higher FPS. Like a Raspberry Pi on a 1080p TV. (IMPORTANT / WARNING: The old 'off' value is now called 'normal' and the old 'on' is now 'high'. You will need to change this setting if it was saved before, otherwise you'll have slightly pixelated visuals.) 2.) Added an FPS indicator to the options menu 'graphics' header so you can instantly see the performance impact of various options. 3.) Greatly improved chunk meshing performance when using 'ultra' water detail. Again, I don't expect this version to work at all, so testing is appreciated. Make sure you clear your browser cache.
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(GM) Witful Lokihace 11 días
Bro another one, I can’t keep up!!! So many things to test!!! 🤯🤩
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Fireflyhace 10 días
Updated WebGL 'GPU' version: https://angeldu.st/static/webgl-gpu A.) Attempt to fix @SodaMeow's ants in 2D sprites; testing with post processing at 'normal' and 'high' is appreciated! B.) Lowered the intensity of glow at 'high' post processing so it's hopefuly more to @ritpop's liking. C.) Made post processing glow smoother so it shows less banding. (Note that this version is not 'WebGL New' as posted above.)
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hace 10 días
Yes, it's more to my liking, especially in snowy biomes. lol With WebGL-New, it's even difficult to see the symbiote pods against the snow on the snowy hills. The sky is still quite bright, tbh, I don't see a difference, but the glow of the yellow lanterns is much less visible now. I see three solutions for this: using a tone mapper (which would help with the color loss of these new versions), manually adjusting the light values of each light emitter (Red glow hides the texture almost completly). Or simply doing nothing if no one else is complaining. (its very likely that i am the only one whining about this)
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SodaMeowhace 9 días
checking the newest version of webgl, here is my general feedback. The shadows are a bit glitchy, they dance a bit and edges are a bit blunt/blur? https://imgur.com/zGajJdV https://imgur.com/uT9BgQs I like the water, before it was like this: https://imgur.com/g9qsdUI And now its like this ( so more solid water- heh). https://imgur.com/GiLigfY The glow is toned down but i still can't really see the lava texture. https://imgur.com/spPe4EM And also with this version https://angeldu.st/static/webgl-gpu ( I still get ants on sign in).
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Fireflyhace 6 días
Updated WebGL 'new' version: https://angeldu.st/static/webgl-new i.) Reduced foam brightness at 'high' and 'ultra' water detail. ii.) Fixed a crash when visiting Impact World with shadow detail enabled. iii.) Tweaked post-processing glow brightness and smoothness to match the previous 'WebGL GPU' version. iv.) Retired (removed) the 'WebGL GPU' version since I couldn't make its features work reliably. They might come back in a different form in the future. Testing is much appreciated as always!
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Loki The Witfulhace 6 días
WOW! I can say the less bright bloom for the post-processing is much easier on the eyes! And the foaming water is defiantly better looking. I also did some scouting of the none blending foliage, and some are 100% better like the rock, it looks way more rock like now that it does not turn brown on dirt.
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(GM) SodaMeowhace 5 días
Regards to the shadows (using minimal and low) the shadows will only emerge only as the hero moves forward which looks a bit strange. Also the shadow still a bit blunt blur on these settings. https://imgur.com/SKPL5nQ https://imgur.com/BAMk3BH https://imgur.com/KZSanDO I also somehow got this glitched just an hour ago, but it lasted just a few seconds. https://imgur.com/2VJirhO
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Fireflyhace 5 días
Updated WebGL version: https://angeldu.st/static/webgl I. Backported months of improvements to 'old' WebGL: reduced spite flickering, new glow colors, moving hit sparks and much more. II. Added an FPS counter to the 'Advanced' options menu header. III. Fixed rain and snow going through roofs in 'free flight' cinematic mode. This also affects other things, like better sprite lighting and strict render distance enforcement in third-person view. Testing is much appreciated. I know it feels like a step back from the new WebGL version, but testing this version helps make an eventual Angeldust v3.36 update rock solid. @(GM) SodaMeow: Your shadows look as expected as far as I can tell. You'll probably want to use at least 'low' or 'normal' quality. The rough edges and fading-in are side effects of the technique I use. Might be improved in the future.
Publicación 311–320 de 326
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