2024-04-12 snapshot

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jlv
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2024-04-12 snapshot

Post by jlv »

Changes:
  • Added "ground sub-mesh resolution" to the advanced graphics settings.
  • Set editor background to blue.
Windows users: https://mxsimulator.com/snapshots/mx-2024-04-12-1668.exe
Linux users: https://mxsimulator.com/snapshots/mxbin-2024-04-12-1668

Replace mx.exe or mxbin with one of the above files. The default location for mx.exe should be "C:\Program Files (x86)\MX Simulator". Please note that the ".exe" extension is hidden in Windows so the file will just show as an application named "mx". I'd keep a backup of the originals since these aren't well tested.
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jlv
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Re: 2024-04-12 snapshot

Post by jlv »

You probably want to leave the sub-mesh resolution at 16x16 but if anyone with a slow system wants to benchmark the different settings I'd definitely be interested in seeing the results. (It's 16x16 instead of 33x33 because it's the triangle fan count rather than the vertex count.)
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Jakob Hubbard
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Re: 2024-04-12 snapshot

Post by Jakob Hubbard »

Looking at the terrain wireframe in game looks like the ground sub-mesh resolution is just altering how many polygons are being drawn for the terrain right? Would be interesting to see how this affects performance on my slow laptop. Might do some tests on that later.
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jlv
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Re: 2024-04-12 snapshot

Post by jlv »

No, it changes the granularity it can subdivide at. So at 16x16, if there's a single height element bump somewhere it'll have to draw the surrounding 33x33 area at max detail. At 8x8 it'd only have to do a 17x17 area. At 1x1 it's pretty close to the original way with minimal triangles but lots of draw calls.

Each time you lower it it'll reduce the triangles and increase the draw calls. So on a GPU that's relatively slow at vertex processing the draw call hit might be worth it for the reduced vertex processing. I think most stuff will do best with 16x16 though. I need to do some benchmarks to be sure.
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sethypeety
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Re: 2024-04-12 snapshot

Post by sethypeety »

Been having a bug where lines in the terrain are transparent:

Image

It's a pretty large build plain: 4096 x 4096 Terraininfo file is [11 0.600000 -42.819809 69.746552]

Not sure if it has anything to do with the resolution or if it's just a bug in the newest snapshot.
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jlv
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Re: 2024-04-12 snapshot

Post by jlv »

sethypeety wrote: Mon Apr 15, 2024 8:08 pm Been having a bug where lines in the terrain are transparent:

https://i.gyazo.com/d60e6eed4d241d9879f ... 0c12d5.png

It's a pretty large build plain: 4096 x 4096 Terraininfo file is [11 0.600000 -42.819809 69.746552]

Not sure if it has anything to do with the resolution or if it's just a bug in the newest snapshot.
You mean the blue line right? It looks like it could be a crack due to rounding errors on the GPU.

If you could use a scale that converts to an exact floating point number it might help. Try 0.625 instead if 0.6. Basically you want to use a number where the denominator is a power of 2. So if you're trying to get close to 6/10 your first try would be 5/8 which is 0.625. If you need to be closer, you could try 19/32 = 0.59375.
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Re: 2024-04-12 snapshot

Post by sethypeety »

Ah that makes sense. It isn't effecting gameplay so I'm just gonna leave it for now but I will take that into account when making future tracks.
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