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Tesseract Is Looking Okay For A Small, Open-Source Game

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  • curaga
    replied
    Originally posted by mmstick View Post
    An administrator in the forum claims otherwise:
    Well, I confirmed it by reading their source code, so I guess my authority trumps the admin's

    Leave a comment:


  • dungeon
    replied
    Originally posted by ChrisXY View Post
    Well, radeonsi on my laptop takes some time to come along. With http://cgit.freedesktop.org/~tstella...spill-fixes-v3 it works. Sort of.

    * For some reason shadows only work on high. When setting them to ultra this happens:
    Code:
    radeon: Failed to allocate a buffer:
    radeon:    size      : 536870912 bytes
    radeon:    alignment : 32768 bytes
    radeon:    domains   : 4
    radeon: Failed to allocate a buffer:
    radeon:    size      : 536870912 bytes
    radeon:    alignment : 32768 bytes
    radeon:    domains   : 4
    radeon: Failed to allocate a buffer:
    radeon:    size      : 536870912 bytes
    radeon:    alignment : 32768 bytes
    radeon:    domains   : 4
    radeon: Failed to allocate a buffer:
    radeon:    size      : 536870912 bytes
    radeon:    alignment : 32768 bytes
    radeon:    domains   : 4
    radeon: Failed to allocate a buffer:
    radeon:    size      : 536870912 bytes
    radeon:    alignment : 32768 bytes
    radeon:    domains   : 4
    radeon: Failed to allocate a buffer:
    radeon:    size      : 536870912 bytes
    radeon:    alignment : 32768 bytes
    radeon:    domains   : 4
    failed allocating shadow atlas!
    * Morphological AA does only work up to high, segfaults on ultra.
    * MSAA seems to hang the whole machine.

    I got this message in the log, maybe with MSAA, not sure?
    Code:
    radeon_gem_object_create:62 alloc size 512Mb bigger than 256Mb limit
    * SSAO creates some strange grainy artifacts that seem to move with the camera. Not sure if they are intentional. See screenshot 2.

    Screenshots: http://imgur.com/a/1Jj9H
    All of that are radeon bugs and not a game bugs . Well, you have radeonsi so you can compare it with fglrx and you will see nothing of those bugs . No those grained shadows, no greenish lighting, no hang, no lock up, no segfaults, no error messages... it just works whatever you set .

    Leave a comment:


  • dungeon
    replied
    And also why to care about those shadows on ultra, even when they fixed this it will worked slow .

    Leave a comment:


  • dungeon
    replied
    Originally posted by mmstick View Post
    An administrator in the forum claims otherwise:
    Why did you asking there tesseract's developer? When nvidia, intel and fglrx working fine . I think, it is obvious where is the problem and it is not just that one .

    Leave a comment:


  • mmstick
    replied
    Originally posted by curaga View Post
    It's actually trying to create a 16k x 16k x 16bit texture, 512mb in size. That's just plain crazy, even on a 3GB VRAM card, and they don't account for VRAM size at all.
    An administrator in the forum claims otherwise:

    Originally posted by eihrul
    Nothing anywhere in the game allocates a buffer of that size. The shadow atlas is actually only 4096*4096*2bytes/pixel (GL_DEPTH_COMPONENT16 texture of 4096x4096) in size. The bug is therefor in Mesa. Looks like they have some internal overflow issue. Please forward the issue to them.

    Leave a comment:


  • curaga
    replied
    (can't edit) and before jun 2013, it was 8GB

    Leave a comment:


  • curaga
    replied
    It's actually trying to create a 16k x 16k x 16bit texture, 512mb in size. That's just plain crazy, even on a 3GB VRAM card, and they don't account for VRAM size at all.

    Leave a comment:


  • Calinou
    replied
    Originally posted by stativ View Post
    You should check out OctaForge which builds upon tesseract making it even more awesome. It's pretty much only the engine though, there isn't any cool demo showing all of its features.
    Its development is quite inactive recently. There's only one developer really around it anyway, which is busy due to work.

    Micheal, I'm sad to see you calling it only ?decent?. The assets are pretty nice.

    Leave a comment:


  • omglotsofdots
    replied
    when i maxed out on a4 apu with iGPU

    failed allocating shadow atlas!

    Leave a comment:


  • dungeon
    replied
    Works fine with fglrx, every single settings just work . Yes it is slideshow with everything maxed out on AM1 (around 4 fps ) but it is good to see things works

    Leave a comment:

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