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Yep, you got the trick with the Disabled setting, it is a client only thing.
[KFRealtimeShadows.KFRealtimeShadowsMut]
ShadowResolution=2
ShadowsPerPawn=3
bDynamicLightShadows=True
bSunShadows=True
bRagdollShadows=True
bDisabled=True
But client side, it would look like the default settings, so:
[KFRealtimeShadows.KFRealtimeShadowsMut]
ShadowResolution=0
ShadowsPerPawn=1
bDynamicLightShadows=False
bSunShadows=True
bRagdollShadows=True
bDisabled=True
And THEY need to change this(if they knew about the fact that the server uses realtime shadows and knows how to config it), but first they need to exit out of the game, config, then restart the game and rejoin the same server for the effects to take place.
That's what I'm getting from this game with this addon....
Anyways, did some further testing regarding something else I asked and even if editing the line:
bDisabled=True from False as to disable serverside, or at least expecting that is so, it's still enabled client side - therefore my conclusion is that all the server has to do is turn it on or off, and the client does the configuration, regardless what is configured serverside in that ini file....
As for CPU....it seems to be the same.....CPU utilization for my i7-4710HQ never exceeds 16% for KF1.......perhaps the issue is that the GPU is WAITING for the CPU to move stuff faster? And thus the GPU is then ABLE to increase fps to 150? So it looks like there is an artifical limit for CPU usage as well!!
And fps dropped from 150 to 60......and GPU still doesn't seem to be working harder to keep that 150 fps up but rather as if it's artifically limited to work a certain load and anymore load on top of that even if the GPU *can* handle it to keep the fps up to 150 with this realtime shadows on, it doesn't ... for some reason....perhaps game engine is too old to be optimized for newer gen tech......?
Heh - My setting was three shadows per entity and High settings..... :P
Oh - I thought shadows is calculated GPU side because it's a GPU thing? No? Well then in that case it's it's my i7-4710HQ CPU that seems to be having trouble keeping up then! hahaha
Hang on, let me pull up GPUZ and Process Explorer to see if having shadows enabled hit GPU or CPU according to them...... I'll be back....
I used to run 2 shadows per entity at medium settings and never had serious FPS issues on my 580GTX. The problem is that the shadows are calculated on the CPU, so the GPU doesn't matter that much here.
https://steamhost.cn/steamcommunity_com/id/Boltte/screenshot/84842927286545501
https://steamhost.cn/steamcommunity_com/id/Boltte/screenshot/84842927286544191
https://steamhost.cn/steamcommunity_com/id/Boltte/screenshot/84842927286545812
https://steamhost.cn/steamcommunity_com/id/Boltte/screenshot/84842927286544492
https://steamhost.cn/steamcommunity_com/id/Boltte/screenshot/84842927286546052
https://steamhost.cn/steamcommunity_com/id/Boltte/screenshot/84842927286544708
https://steamhost.cn/steamcommunity_com/id/Boltte/screenshot/84842927286546290
https://steamhost.cn/steamcommunity_com/id/Boltte/screenshot/84842927286544959
https://steamhost.cn/steamcommunity_com/id/Boltte/screenshot/84842927286546553
But yeah, this thing takes a hit on fps especially when all 32 specimens and 5(you don't count because apparently no shadows come from your controlled character) players are on the screen...
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=858990433
https://steamhost.cn/steamcommunity_com/id/Boltte/screenshot/84842927286545203
If you're using the lowest shadow resolution and only one shadow per entity, there should be like no performance hit compared to the default game. Both options can have a high impact if set on high, just play around to find your optimum.
The mod can only be used on servers that have the mutator installed.
"404
The page you were looking for appears to no longer be there."
Yes I do! It must be me since I took the time to notice while testing your mod.
Unless you pay attention you won't notice. But it is particularly noticeable when the shadows are pretty tall or they move alot around the characer.
Let's hope there will be a new whitelisting round (but this can take up to a year).
Thank's for the feedback!
Strange is that I also play at 60FPS and don't notice it, have you also "Triple Buffering" enabled?
Is it possible in future updates to get the option to set a custom refresh rate for the shadows?
I play on ULTRA settings with V-sync on at 60 FPS. It's only odd to see the shadows refreshing at a lower rate than the picture. It feels a bit buggy on my opinion.
the shadows have a capped refresh rate of ~24 fps to relieve CPU/GPU. However, I have never noticed that ingame (maybe because I have V-Sync on to force a constant refresh rate).
Furthermore, the shadows fade out there are fewer light source around, but some lights have large radii.
@Dronis,
you ahve to enable the shadows first to see the difference (disabled by default).
I do not understand what is the difference? And without a shadow of a mutator mobs and players falls.
However, I just wanted to point out that sometimes when there is only one light source, all 3 shadows will still appear! Or also, the shadows do not move totally fluidly; as if they were refreshing at a lower rate than the rest of the picture, if you see what I mean.
Keep up the good work!
Press subscribe which should trigger the download (maybe you have to start the game to trigger the download, just stay in the main menu until it has finished and hthen restart), open the game, go to solo and open the mutators tab. Add Realtime Shadows, press configure mutators (bottom-right), choose the settings you want and uncheck the disabled flag.
@Gatekeeper,
I play with 2 shadows at medium resolution which is enough imo (580GTX, Core i7 2600K). The dynamic light shadows option is also quite a CPU heavy thing.
Give me some more details about how you set things up, maybe the RealtimeShadows.ini (which hold the settings configuration) is read-only and thus the flag won't be saved as false?
Furthermore, those shadows are realtime calculated (capped at about max. 24 updates per second). So when I outsource the other calculations to the server it had to supply 6 clients (assuming there are no spectators) with (32+5)*3 (-1 as you don't see own shadows) = 111 shadows per update and client, which is 2664 shadow updates to be send per second to each client. This makes all in all 15984 updates per second the server has to flush to all clients (maximum calculation, assuming every player/monster is relevant to networking).
One update consists of a set of different data (rotator, drawdistance, etc...) which resluts in a massive and constant flood of data.
I have never tried it but I think that it is too much for UScript and UE2 to handle.