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I kind of got fed up with Paradox and just ditched it and had to be away for a while. I do believe however, my displeasure with Paradox should have bearing on completing this.
So stay tuned for 2.0 to be available (This item will automatically to 2.0 when complete).
I hope the few of you using this fix of Paradox's complete disregard for the PC community and fixing their game enjoyable and pleasant. I did it for ya'll, I did it to try and save a game I really love. But the has to be an end.
Thank you Friends!
No, this is strictly for rendering and performance. Specifically, I added dynamic lighting and effects while improving performance by roughly 300% in some cases.
Your cooks might still be buggy, but at least the game will render quickly :)
I think that once it is done, it will be done. I don't know what else I could possibly add to it at this point without either 1) disturbing it's 2D nature, it's a 2D sprite game and that is what makes it fun. 2) Detracting from what the original goal was.
This mod was originally supposed to just make the game playable beyond the smallest map, and as usual with any project I do, it got expanded but I think it was for the better. I think once this is done, it'll be really the perfect balance of speed and visuals without ruining the 2D sprite atmosphere. So far, I have made the game 300% faster in some cases and the additional eye candy is being done carefully to keep it that way. I just don't see what else I could add or if I added it, keeping that speed increase... So soon, I want this to be great, bug free, and complete.
- I'll keep ya'll posted. :)
I am delayed again because I have been implementing some neat stuff.
I've added..
-Shader based MSAA - Very fast because I am sampling neighbor pixels as they run through the GPU's pipeline, so thus it is very cheap. Pixels are shaded in 2x2 batches so sampling a neighboring pixel while "in-flight" is extremely fast. This greatly reduces texture aliasing while moving the camera.
- Variance based shadows - in progress and while working, need tweaking.
- Per pixel shadows and post process filter - I found I can use the final pass used for shadows for post process. I have a form of self shadowing going on which was the result of a mistake (one I am glad I made, lol). Pictures are in the link below and the results are startling.
https://forum.paradoxplaza.com/forum/threads/lenticular-float32-mod-official-thread.1445090/post-27185216
I am trying to solve a floating point rounding error but if I am unable to do so by this afternoon, it is getting the update. The error does not break anything and you won't notice it unless you are looking for it. I say error, it really isn't, it's just an oddity caused by floating number rounding.
For sure being updated today, see my comment below this one.
I believe (hoping) that it will be ready late late tonight, don't forget I am UTC-6.
So far the changes are as follows
- 80% optimized (as of right now as I am typing)
- FAR better GPU pipeline utilization - 50% less VRAM usage and eliminated multiple samples of the same texture for a single fragment
- Long warp stalls almost 0 (stalls happen, but less is better) Warps are 32 thread batches that execute simultaneously. The AMD equivalent is "wavefront".
- SM cores achieve up to 98% saturation - Derived from (Warps * SM Cores - unused cores).
The post below this details a few things better, but I'll get further into it when the update is released.