[-] HobbesHK@startrek.website 2 points 5 months ago

I'd done that a few days ago, but you're right, not specifically to these suggestions. I tried the export VKD3D_DISABLE_EXTENSIONS=VK_EXT_mesh_shader VKD3D_FEATURE_LEVEL=12_0 VKD3D_SHADER_MODEL=6_5 %command% and variations of it. It reduced performance significantly, so would not suggest people on more recent Mesa versions try this anymore. When I looked into it, it seemed to mainly be in place for Mesa 22.x which was still lacking mesh shader support.

[-] HobbesHK@startrek.website 2 points 6 months ago

Hi, sorry, the non-free is a very Manjaro-specific thing.

TLDR: They removed a lot of proprietary video codecs from Mesa, which means that Manjaro's Mesa tends to lag behind the Arch repo. By using nonfree, the Mesa installation is pulled and compiled straight from Arch.

So yes, I'm using RADV through Mesa 24.1.1 instead of version 23.x (which is where Manjaro is still at). I wanted to be on a newer version since 24.x packed in a lot of 7000XT improvements.

Out of curiosity, have you tried AW2 with your 7800XT? How does it run for you?

[-] HobbesHK@startrek.website 2 points 6 months ago

Not sure either, ENT rewatch was some years ago… I think that might’ve been another time version / shapeshifter or something something?

[-] HobbesHK@startrek.website 2 points 7 months ago

Thanks for posting this here, just purchased it. Keen to dive into the 2D course and the Shaders course!

[-] HobbesHK@startrek.website 2 points 7 months ago

Still making my way through Phantom Liberty in Cyberpunk 2077. It’s really good, but I had already completed the base game and I find it difficult to engage/care about it, since I already know it won’t impact the endgame. I think. Unless it does? But then, I was happy with the ending I got. So yeah, something set post-ending would’ve had me more excited, I think.

Apart from that, spending some time reacquainting myself with my zoo in Planet Zoo. It’s been two years, so that’s a fun game to return to.

[-] HobbesHK@startrek.website 2 points 1 year ago

The Star Trek games I played growing up were 25th Anniversary (the ship battles were too complicated for 11yo me), later on I used my own pocket money and bought Final Unity. The Chodak are still a very cool alien race added to the universe. Loved those frog faces in space suits. :-)

Played and finished Elite Force and Armada. Earl Boehn (RIP) as a main villain was a moment of teenage glee being such a massive T2 and TNG nerd.

Interested in Resurgence, my husband recently played it on his PS5 but I don’t go near that machine. 😂

[-] HobbesHK@startrek.website 2 points 1 year ago

Ah, I didn't know about this workaround - will give it a try and see if it helps me (removing the PsoCache.pak). The game runs OK on DX11, but it's more stuttery than it used to be on my old GFX card (5700XT). Which I can't seem to figure out, other than perhaps poorer driver optimisations, with the 7800XT being a newer card.

[-] HobbesHK@startrek.website 2 points 1 year ago

Will NEVER understand the people who lied to him in that scene. Or choose to shoot him in the back.

[-] HobbesHK@startrek.website 1 points 1 year ago

That is weird! Once my project is in a shareable state, I'll post the link here. Maybe it's because (so far) it's not awfully complex...

[-] HobbesHK@startrek.website 1 points 1 year ago

Managed to fix it by using await get_tree().process_frame instead. It seems that idle_frame appears to no longer exist in Godot 4.1?

So my full code for triggering the screenshot function is:

func _on_SaveReport_pressed():
	await get_tree().process_frame
	$"%SaveReport".visible = false
	$"%BackMainMenu".visible = false
	await get_tree().process_frame
	
	take_screenshot()

	$"%SaveReport".visible = true
	$"%BackMainMenu".visible = true

For some reason, I have to await before I turn the interface elements off, and after I've turned them off. It now works a treat for my app. Thank you for your assistance!

[-] HobbesHK@startrek.website 1 points 1 year ago

await get_tree().idle_frame

Thank you for this! I just tried it out but unfortunately Godot throws an error on await get_tree().idle_frame : Invalid get index 'idle_frame' (on base: 'SceneTree').

Could it be because I'm running in application mode, which only refreshes the screen if there's an update?

As an alternative, I've put the code to turn things off into its own function:

func turn_off():
	$"%SaveReport".visible = false
	$"%BackMainMenu".visible = false

I've then tried an await turn_off()

The code runs, but doesn't do anything and the screenshot still gets saved with the buttons visible.

I'm trying both await functions just before the take_screenshot() function like so:

	await turn_off()
	await get_tree().idle_frame
	
	take_screenshot()

Am I missing something very obvious here? Any help would be much appreciated!

view more: ‹ prev next ›

HobbesHK

joined 2 years ago