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By default, disable GMF_ENHANCED_SAVEGAMES checks #157
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Seems to work fine... (also confirmed in NVIDIA#150)
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commit 7de9c81 Author: Quake Mod Museum <puffy@quakemm.org> Date: Sun Oct 24 15:55:50 2021 +0800 Update readme.md commit 22beb61 Merge: 4db8313 4d07b38 Author: Quake Mod Museum <puffy@quakemm.org> Date: Sun Oct 24 14:34:51 2021 +0800 Merge remote-tracking branch 'upstream/master' into spooky commit 4d07b38 Author: Alexey Panteleev <alpanteleev@nvidia.com> Date: Thu Oct 21 18:32:59 2021 -0700 Added support for smooth normals on the world mesh. The normals and tangents are coming from a new BSPX lump called "FACENORMALS", see inc/format/bsp.h for the description. commit 4ca0260 Merge: cd9c5c7 f5bc135 Author: Alexey Panteleev <alpanteleev@nvidia.com> Date: Mon Oct 18 16:29:39 2021 -0700 Merged pull request "By default, disable GMF_ENHANCED_SAVEGAMES checks": NVIDIA#157 commit cd9c5c7 Author: Alexey Panteleev <alpanteleev@nvidia.com> Date: Mon Oct 18 16:21:37 2021 -0700 Fixed the background blur behavior when the menu is opened on a system with over 24 days of uptime, and a few related type-casts. In case of such uptime, Sys_Milliseconds() returns a value over 2^31, which is cast to a negative int. commit f5a7dbf Merge: be978b3 d99a5d4 Author: Alexey Panteleev <alpanteleev@nvidia.com> Date: Mon Oct 18 15:54:49 2021 -0700 Merged pull request "Improve DRS behaviour": NVIDIA#155 commit f5bc135 Author: Frank Richter <frank.richter@gmail.com> Date: Sat Apr 10 17:46:17 2021 +0200 By default, disable GMF_ENHANCED_SAVEGAMES checks Seems to work fine... (also confirmed in NVIDIA#150) commit d99a5d4 Author: Frank Richter <frank.richter@gmail.com> Date: Mon Oct 11 11:53:30 2021 +0200 Persist DRS scale between runs commit a10555d Author: Frank Richter <frank.richter@gmail.com> Date: Mon Oct 11 10:10:14 2021 +0200 Only adjust DRS if world was rendered in previous frame commit be978b3 Author: Alexey Panteleev <alpanteleev@nvidia.com> Date: Thu Oct 7 18:20:52 2021 -0700 Added a setting to enable the use of texture and model overrides in the GL renderer, gl_use_hd_assets. Requested in NVIDIA#151 commit 52598e4 Merge: 0f9f98c 8c67184 Author: Alexey Panteleev <alpanteleev@nvidia.com> Date: Thu Oct 7 11:32:33 2021 -0700 Merged pull request "Qbsp": NVIDIA#154 commit 0f9f98c Author: Alexey Panteleev <alpanteleev@nvidia.com> Date: Thu Oct 7 10:02:32 2021 -0700 Fixed the collection of light polys from models when the entire light texture is emissive. commit 8c67184 Author: Jonathan <jonno.5000@gmail.com> Date: Thu Oct 7 10:26:48 2021 -0400 Fix load bug for QBSP commit b8e3be8 Merge: b611dca 4abb98f Author: Alexey Panteleev <alpanteleev@nvidia.com> Date: Wed Sep 29 11:13:30 2021 -0700 Merged pull request "Fix validation checks": NVIDIA#149 commit b611dca Author: Alexey Panteleev <alpanteleev@nvidia.com> Date: Wed Sep 29 11:11:18 2021 -0700 Fixed a few Clang warnings. commit 23920ff Author: Alexey Panteleev <alpanteleev@nvidia.com> Date: Wed Sep 29 11:04:42 2021 -0700 Added support for unlit fog volumes. See the comment in fog.c for more information. (Squashed from a feature branch) commit 4abb98f Author: Johan Mattsson <johan.mattsson@hotmail.se> Date: Sat Sep 25 15:27:42 2021 +0200 Fix validation checks commit 107c669 Merge: 39c6366 8a2ea3f Author: Alexey Panteleev <alpanteleev@nvidia.com> Date: Thu Sep 16 21:25:26 2021 -0700 Merged a branch that replaces the inline processing of transparent effects in geometry rays with a separate ray using a separate TLAS and removes the shadow ray type. commit 8a2ea3f Author: Alexey Panteleev <alpanteleev@nvidia.com> Date: Thu Sep 16 21:24:48 2021 -0700 Fixed the debug build. commit 29a3d59 Author: Alexey Panteleev <alpanteleev@nvidia.com> Date: Tue Sep 14 14:26:58 2021 -0700 Reduced the effects payload to get back the performance lost in ray pipeline mode, and because the split near/far tracking is no longer necessary. commit d4039bb Author: Alexey Panteleev <alpanteleev@nvidia.com> Date: Tue Sep 14 12:10:46 2021 -0700 Moved the effects into their own TLAS. commit 36902b1 Author: Alexey Panteleev <alpanteleev@nvidia.com> Date: Tue Sep 14 11:30:48 2021 -0700 Handle the TLAS using the same matching structures as those used for BLAS. This is done in preparation to add more TLAS. commit 1f2f236 Author: Alexey Panteleev <alpanteleev@nvidia.com> Date: Tue Sep 14 11:01:54 2021 -0700 Removed the special "shadow" ray payload. commit 283acc9 Author: Alexey Panteleev <alpanteleev@nvidia.com> Date: Tue Sep 14 10:42:40 2021 -0700 Separated the transparent effects like explosions into their own ray payload, always with a dedicated ray to accumulate them. commit 60bcea3 Author: Alexey Panteleev <alpanteleev@nvidia.com> Date: Fri Sep 10 17:57:13 2021 -0700 Moved the calls to update_payload_transparency out of the transparency logic functions to avoid code duplication, especially in ray query mode. commit 39c6366 Merge: 8e73b63 fe6e074 Author: Alexey Panteleev <alpanteleev@nvidia.com> Date: Thu Sep 16 10:30:18 2021 -0700 Merged pull request "Add support for FidelityFX super resolution": NVIDIA#145 commit fe6e074 Author: Frank Richter <frank.richter@gmail.com> Date: Thu Sep 16 13:15:37 2021 +0200 Wording tweaks commit d76cd64 Author: Frank Richter <frank.richter@gmail.com> Date: Thu Sep 16 13:00:54 2021 +0200 Add FSR cvars to client.md commit 60942a5 Author: Frank Richter <frank.richter@gmail.com> Date: Thu Sep 16 12:49:44 2021 +0200 Add a number of comments throughout the FSR implementation commit c3f7ac7 Author: Frank Richter <frank.richter@gmail.com> Date: Thu Sep 16 11:56:52 2021 +0200 Update 3rd party notices to list FSR code and include license text commit 28ce2bb Author: Frank Richter <frank.richter@gmail.com> Date: Thu Sep 16 11:48:57 2021 +0200 Update copyright on new FSR-related files commit 82a88c7 Author: Frank Richter <frank.richter@gmail.com> Date: Thu Sep 9 15:21:52 2021 +0200 Change FSR menu entry to a toggle commit 70cafd5 Author: Frank Richter <frank.richter@gmail.com> Date: Thu Sep 9 13:04:25 2021 +0200 Use FP16 variants of FSR shader programs, if supported commit 63713ab Author: Frank Richter <frank.richter@gmail.com> Date: Thu Sep 9 12:55:11 2021 +0200 Make use of VkPhysicalDeviceVulkan12Features commit 227495c Author: Frank Richter <frank.richter@gmail.com> Date: Thu Sep 9 12:52:51 2021 +0200 Prefer VK_TRUE/VK_FALSE in VkPhysicalDeviceFeatures2 definition commit bef2c7b Author: Frank Richter <frank.richter@gmail.com> Date: Wed Sep 1 23:18:46 2021 +0200 Adjust menu entries according to recommendation commit faa05e7 Author: Frank Richter <frank.richter@gmail.com> Date: Wed Sep 1 23:08:23 2021 +0200 Default FSR to an 'upscale only' option commit d75dfc1 Author: Frank Richter <frank.richter@gmail.com> Date: Wed Sep 1 22:45:18 2021 +0200 Add ability to disable FSR EASU commit cd33370 Author: Frank Richter <frank.richter@gmail.com> Date: Wed Sep 1 22:31:31 2021 +0200 FSR sharpness menu setting commit 9dc7935 Author: Frank Richter <frank.richter@gmail.com> Date: Mon Aug 23 12:15:07 2021 +0200 Add initial FSR support commit b068eee Author: Frank Richter <frank.richter@gmail.com> Date: Wed Sep 1 12:48:09 2021 +0200 Add image, extent arguments to vkpt_final_blit_simple() commit 0d52171 Author: Frank Richter <frank.richter@gmail.com> Date: Mon Aug 23 12:24:00 2021 +0200 Add INCLUDES arg to compile_shaders cmake command commit 71a0991 Author: Frank Richter <frank.richter@gmail.com> Date: Thu Jul 15 16:55:00 2021 +0200 Minimally less hardcoding of image binding indices commit 8e73b63 Author: Alexey Panteleev <alpanteleev@nvidia.com> Date: Wed Sep 15 11:18:14 2021 -0700 Include the new materials folder into the media package. commit 3449805 Merge: 17e6615 3ff4047 Author: Alexey Panteleev <alpanteleev@nvidia.com> Date: Mon Sep 13 11:14:08 2021 -0700 Merged pull request "Create buf_accel_scratch with VK_BUFFER_USAGE_STORAGE_BUFFER_BIT": NVIDIA#142 commit 17e6615 Merge: ff41dc3 74c0632 Author: Alexey Panteleev <alpanteleev@nvidia.com> Date: Mon Sep 13 11:13:29 2021 -0700 Merged pull request "Fix typo in MZ_IONRIPPER sound": NVIDIA#143 commit ff41dc3 Merge: c5834ea 50e80f3 Author: Alexey Panteleev <alpanteleev@nvidia.com> Date: Mon Sep 13 11:07:17 2021 -0700 Merged pull request "Fix apparent pipeline layout mismatch in asvgf.c": NVIDIA#140 commit 74c0632 Author: Frank Richter <frank.richter@gmail.com> Date: Thu Sep 9 11:33:06 2021 +0200 Fix typo in MZ_IONRIPPER sound (NVIDIA#141) commit 3ff4047 Author: Frank Richter <frank.richter@gmail.com> Date: Thu Sep 9 11:28:53 2021 +0200 Create buf_accel_scratch with VK_BUFFER_USAGE_STORAGE_BUFFER_BIT Silences validation error VUID-vkCmdBuildAccelerationStructuresKHR-pInfos-03674 commit c5834ea Merge: 06cdf99 8404266 Author: Alexey Panteleev <alpanteleev@nvidia.com> Date: Tue Sep 7 15:16:18 2021 -0700 Merged a branch that replaces the material BRDF with a more physically correct one and removes the non-linear albedo correction function. This change required adding two material parameters, base_factor and specular_factor, and tweaking the materials to make the game look similar to the way it did before. Additionally, the specular denoiser was improved to reduce blurring that became more visible with the new materials. commit 8404266 Author: Alexey Panteleev <alpanteleev@nvidia.com> Date: Tue Sep 7 15:06:09 2021 -0700 Added a heuristic component to the temporal filter to reduce its smearing of specular reflections. With the new materials and BRDF, specular channel often becomes more pronounced, and the temporal filter blurs it by redistributing the energy between the bilinear taps from the previous frame. Shortening the effective history when the surfaces are moving helps reduce that effect. commit 17cad10 Author: Alexey Panteleev <alpanteleev@nvidia.com> Date: Tue Sep 7 12:57:34 2021 -0700 A few more material tweaks. commit c33e385 Author: Alexey Panteleev <alpanteleev@nvidia.com> Date: Tue Sep 7 12:25:29 2021 -0700 Automatically enable "diffuse mode" for old materials. commit 3b7e123 Author: Alexey Panteleev <alpanteleev@nvidia.com> Date: Tue Sep 7 12:18:04 2021 -0700 Material and sky clusters tweaks for baseq2. commit fb8f14a Author: Alexey Panteleev <alpanteleev@nvidia.com> Date: Tue Sep 7 08:03:23 2021 -0700 Fixed the dark outlines on some md2 models. commit 14469ac Author: Alexey Panteleev <alpanteleev@nvidia.com> Date: Tue Sep 7 07:45:36 2021 -0700 Removed the pt_correct_albedo setting. commit f1dd4c3 Author: Alexey Panteleev <alpanteleev@nvidia.com> Date: Tue Sep 7 07:45:27 2021 -0700 Material updates: base_factor instead of correct_albedo, specular_factor added on some materials. commit 921bce6 Author: Alexey Panteleev <alpanteleev@nvidia.com> Date: Tue Sep 7 07:32:03 2021 -0700 Replaced the correct_albedo flag with base_factor. commit d26aa36 Author: Alexey Panteleev <alpanteleev@nvidia.com> Date: Sat Sep 4 11:58:39 2021 -0700 Added the "specular_factor" material parameter, following the glTF "KHR_materials_specular" extension spec. commit 144b402 Author: Alexey Panteleev <alpanteleev@nvidia.com> Date: Sat Sep 4 11:16:19 2021 -0700 More BRDF improvements: energy conservative (1-F) scaling for the diffuse term, separable Smith shadowing-masking function. commit bebcee7 Author: Alexey Panteleev <alpanteleev@nvidia.com> Date: Fri Sep 3 20:24:34 2021 -0700 Added a toggle for the correct_albedo behavior. commit a476da8 Author: Alexey Panteleev <alpanteleev@nvidia.com> Date: Fri Sep 3 20:18:52 2021 -0700 Switched to a more physically correct evaluation of the Fresnel term in the GGX function, removed the "specular" G-buffer channel and the hacks related to it. commit 06cdf99 Author: Alexey Panteleev <alpanteleev@nvidia.com> Date: Wed Sep 1 10:57:53 2021 -0700 Added support for converting sky surfaces into poly-lights based on their flags. See the "pt_bsp_sky_lights" cvar. commit 50e80f3 Author: Frank Richter <frank.richter@gmail.com> Date: Wed Sep 1 11:47:17 2021 +0200 Fix apparent pipeline layout mismatch between vkpt_asvgf_create_pipelines() and vkpt_taa() commit ab4d470 Author: Alexey Panteleev <alpanteleev@nvidia.com> Date: Tue Aug 31 12:52:14 2021 -0700 Fixed light styles on poly-lights coming from models. commit da7a2e6 Author: Jonathan <jonno.5000@gmail.com> Date: Sun Aug 29 16:50:11 2021 -0400 Fix cluster nums commit 95e84a4 Author: Alexey Panteleev <alpanteleev@nvidia.com> Date: Thu Aug 26 09:50:04 2021 -0700 Extended the supported light style range to 200% to fix over-bright lighting.
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Seems to work fine... also confirmed in/fixes #150.