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719c729929
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Improve rain shader
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2026-10-26 15:51:56 +01:00 |
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1841e6d7b0
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Add NVIDIA DLSS to the Vulkan renderer (gfx.antialiasing dlss/dlaa) and gfx.buffer.percent
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2026-10-25 19:35:33 +01:00 |
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f20b1a3071
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Replace cubemap scenery reflections with SSR, add Vulkan ray traced reflections
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2026-10-25 13:54:49 +01:00 |
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89f11895fc
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Keep the walk's model block after the depth and shadow passes of the gpu-culled draws
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2026-10-25 11:18:34 +01:00 |
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252b9373ea
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Add gfx.antialiasing (off, msaax2/x4/x8, taa) with temporal anti-aliasing in the GL 4.6 and Vulkan renderers
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2026-10-25 05:17:41 +01:00 |
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c48c58776a
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Vulkan: parity with GL (P1–P7), shared GPU culling records (N6c), threaded command recording and render thread (M1, M4)
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2026-10-25 03:06:01 +01:00 |
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9b7d02e5fb
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Vulkan: scene rendering (D1–D7) on a scene walk shared with GL (N6a, N6b)
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2026-10-24 20:10:24 +02:00 |
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bd589f272d
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feat(vulkan): vulkan 1.4 core with the user interface and the launcher, shaders split into ogl46/vk14 with SPIR-V binaries loaded first
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2026-10-24 05:47:11 +02:00 |
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68fa5dc2da
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feat(vulkan): gfxrenderer picks the opengl 4.6 or the vulkan 1.4 renderer (B1-B3)
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2026-10-24 03:06:33 +02:00 |
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6bcdb7dd05
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perf(gl46): the geometry of the banks without user data in a few large buffers shared by them, so the multi draws take the chunks of many models at once (gfx.geometry.shared)
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2026-10-24 01:49:02 +02:00 |
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e53c44ed4d
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perf(debug): cpu time of the parts of the culling and the draws of the instances of the main view in the gpu culling section of the debug panel
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2026-10-24 01:38:33 +02:00 |
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3e2d292709
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perf(gpucull): keep the walks of the submodel trees of the instances from frame to frame and make them again only when the model changes (gfx.gpucull.walkcache)
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2026-10-24 01:01:43 +02:00 |
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794ac578de
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perf(textures): with texture streaming read the data ahead of the camera instead of the whole scenery at load, drop read-ahead data unused for 5 min
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2026-10-23 23:35:02 +02:00 |
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336690ad8a
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perf(debug): debug.memorystats switch for the heap counting (off by default) and the places of the large heap blocks in the memory section
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2026-10-23 23:10:32 +02:00 |
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16ee4ff65b
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perf(debug): live heap blocks by size and the objects of the simulation tables in the memory section of the debug panel
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2026-10-23 22:45:49 +02:00 |
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4be94dd006
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perf(debug): count what the program takes with new (global operator new/delete of the executable) and the objects of the model instances in the memory section of the debug panel
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2026-10-23 22:26:01 +02:00 |
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2dc70a50bc
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perf(debug): memory of the process and of its parts in the debug panel: resident, peak and private memory, card memory (GL_NVX_gpu_memory_info), the copies kept by the textures, geometry banks, models, scenery shapes and lines, sleepers and sound buffers
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2026-10-23 22:02:03 +02:00 |
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1a42009dc2
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perf(physics): performance.multithreading switches the work over many threads, which each job sizes by how much it has: the physics steps a thread per 128 vehicle steps, up to all logical cores
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2026-10-23 21:07:05 +02:00 |
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9f7217256b
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fix(physics): the external program messages (multiplayer) no longer keep the physics steps in one thread, only network sessions do; the debug panel tells what keeps them in one
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2026-10-23 20:12:02 +02:00 |
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60667588b5
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perf(physics): the steps of the vehicle physics on many threads, in groups of vehicles which act on one another (performance.cpucores, 0: all cores)
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2026-10-23 19:56:36 +02:00 |
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9a7ff372f7
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perf(debug): count what wakes the physics of the vehicles (brake pipe, main reservoir pipe, command, speed, acceleration, neighbour, other) in the debug panel
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2026-10-23 19:08:09 +02:00 |
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f17462b186
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perf(physics): road vehicles farther than 1 km from the camera go by one step of the physics in a frame (physics.roadlod); count what resets the switching time of the vehicles (compressor, mains, diesel, physics woken) in the debug panel
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2026-10-23 18:47:01 +02:00 |
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e054fe900d
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perf(debug): count what keeps the physics on in rail vehicles standing still (active cab, speed, acceleration, switching, ezt/dmu, moving neighbour), for the debug panel
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2026-10-23 18:06:12 +02:00 |
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5a53c32b0a
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perf(debug): forces and update of the vehicles by kind in the debug panel: rail and road, within 1 km of the camera and farther, with the counts of vehicles and of the ones standing still
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2026-10-23 17:51:15 +02:00 |
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52df707f30
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perf(debug): parts of the vehicle update in the debug panel: scenery animations, power grid, roads, preparation, forces, vehicle update and ai, with the counts of vehicles and physics steps; input and the start of the ui frame timed apart
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2026-10-23 17:26:44 +02:00 |
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fc714d50ec
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perf(debug): cpu timers of the simulation and the main loop, cpu time of the frame parts next to the gpu, renderer data of the debug panel in folding sections
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2026-10-22 20:54:30 +02:00 |
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5d3f857c39
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perf(gl46): leave out instance buckets before the culling, lod bounds once per model, shared walks of the shadow cascades
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2026-10-22 20:13:25 +02:00 |
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925f5910bb
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refactor(track): the ballast fades into that of the tracks joined, as the rails do
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2026-10-21 23:36:03 +02:00 |
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b8eb5c71a1
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feat(track): parallax track materials blended at the joints
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2026-10-21 23:25:40 +02:00 |
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c5a894a674
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feat(track): rails and ballast blended into those of the tracks joined, where their textures differ
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2026-10-21 22:34:57 +02:00 |
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2d7942786d
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feat(track): each 3D sleeper at the level of detail of its own distance
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2026-10-21 21:48:17 +02:00 |
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9c2520ea52
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fix(track): 3D sleepers let go of the beams of the tracks far away
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2026-10-21 18:19:21 +02:00 |
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30cb83584d
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fix(track): timbermodel of a track lays switch timbers without sleepers3d in eu07.ini
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2026-10-21 15:37:11 +02:00 |
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867497b658
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Simulate and light the smoke on the GPU and make rain and snow of particles
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2026-10-20 16:44:27 +02:00 |
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6a109e984c
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perf(gl46): skip shapes out of the pass frustum and the motion blur when nothing moves
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2026-10-20 15:23:03 +02:00 |
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dfbe8a6d9e
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feat(gl46): leave out instance buckets beyond their range before the culling
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2026-10-20 14:57:30 +02:00 |
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07ac7406a0
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feat(terrain): grass follows the seasons and fades out over gfx.grass.fadedistance
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2026-10-20 02:20:03 +02:00 |
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f3bdadad66
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feat(terrain): holes cut in the heightmap terrain and shader grass painted over it
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2026-10-20 01:32:01 +02:00 |
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de9f61b307
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Merge remote-tracking branch 'origin/feat/switch-blades' into feat/gl46-migration
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2026-10-19 22:13:43 +02:00 |
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8c00b0bc3d
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Fit the cascades of the sun shadows to the depth of the view
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2026-10-19 12:02:01 +02:00 |
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e7c65993d8
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Copy the textures of the terrain layers again when the season or the weather changes
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2026-10-19 11:09:57 +02:00 |
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b1f880b5a7
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Cull the scenery models drawn on their own on the GPU with the instances
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2026-10-19 10:54:04 +02:00 |
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ffe77be754
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Cull the instances of the shadow maps of headlights and lamps on the GPU
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2026-10-18 23:14:08 +02:00 |
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64dedb9d53
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Record the opaque scene once and replay it for the depth prepass and the colour pass
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2026-10-18 21:00:54 +02:00 |
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2e30366235
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Draw the recorded instance draws with the variant seed they were recorded with
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2026-10-18 18:41:33 +02:00 |
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bc4df5567f
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Cull and draw the sleepers of tracks on the GPU with the instances
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2026-10-18 03:18:26 +02:00 |
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f4b516eeb8
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Cull shadow and reflection passes on the GPU
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2026-10-18 01:46:45 +02:00 |
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494304903f
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Draw the instances from the GPU with multi draws, the model block of each draw read by its number
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2026-10-18 00:47:05 +02:00 |
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7221c153dd
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Let eu07.ini scale how much the moon lights the scenery at night (gfx.moonlight)
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2026-10-17 23:10:01 +02:00 |
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41cc966103
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Show the moon by day as bright as its sunlit surface, and where the sun and the moon are in the sky window
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2026-10-17 22:59:23 +02:00 |
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