BoD Optimization Config (for win7,8,10)

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Sryml
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BoD Optimization Config (for win7,8,10)

Postby Sryml » Sun Jun 02, 2019 3:38 pm

I made a BoD configuration patch, It allows BoD to have a higher graphics quality.
A collection of multiple graphics renderers, all configurations have been provisioned with default values, and an accelerated one-click start game(It is more convenient to start the console). :)

Image

I configured Dege's dgVoodoo 2.55.4 Graphics API Wrapper.

D3d+dgVoodoo and OpenGL graphics quality comparison:
Windowed resolution 1600x900

Left: dg_D3d | 8x Anti-aliasing    Right: OpenGL
[img 1]
[img 2]
[img 3]
[img 4]
[img 5]
[img 6]
[img 7]

Left: dg_D3d | 8x anti-aliasing | 16x Anisotropic filtering    Right: OpenGL
[img 8]

Unfortunately, dgVoodoo is not compatible with ENBSeries

Download BoD Optimization Config (for win7,8,10).rar. :D :D :D
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SrRaulCL
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Re: BoD Optimization Config (for win7,8,10)

Postby SrRaulCL » Tue Jun 18, 2019 10:34 pm

I am testing your files for the D3d video configuration. The game looks great and fixes the problem with the black letters, but I have a problem!

When I look a light effect like lightning, burning skeletons, keys or orbs the game slows down and loses fps considerably. Is there any way to fix this?

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Re: BoD Optimization Config (for win7,8,10)

Postby Sryml » Thu Jun 20, 2019 9:25 am

When I look a light effect like lightning, burning skeletons, keys or orbs the game slows down and loses fps considerably. Is there any way to fix this?
Yes, it still has some problems. When I use your 1024*1024 lava texture, the game will also become slow.

It has a soft solution to use a script to turn off light particles. I mentioned in readme.html that the script only runs once when the map is loaded, so it won't close the light particles of the fire skeleton that was born in the middle of the game. Maybe I need to set it to run repeatedly.

Or optimize the dx graphics library, which requires feedback to the author Dege of dgVoodoo.
-------------------------------------------------------

I have tested your 10GB texture package and it has a problem with the color getting darker.

I am trying to test it to show better graphics quality in D3d+dg. But I couldn't use the computer for a week, so there was no more progress to reply.))
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SrRaulCL
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Re: BoD Optimization Config (for win7,8,10)

Postby SrRaulCL » Thu Jun 20, 2019 12:26 pm

Thanks for your answer Sryml :D We can help each other

I have solved the problem of lava and acid creating a 256x256 texture that also responds to animations of liquid movement.

I thought the problem with the lights was also to use high textures but it slows down with textures of 128 and 1024. The only configuration that plays well the lights without low fps is r3Dfx Voodoo 1-2, rOpenGL generates ugly squares.

I also inform you that your version works well with ReShade. I have created a configuration that makes the game look like a real Blade Remaster!

I only have two problems:
- Light effects lower fps
- Lack of memory when loading large maps. Maps like "Fugitive" load well in D3d but if you apply my textures the game only accepts "X" weight of mb. I have managed to load the textures of the map to 1024 in addition to the heroes, but if I try to add more quality to 3DObjs or 3Dchars the game crash (Memory error)

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Re: BoD Optimization Config (for win7,8,10)

Postby Sryml » Fri Jun 21, 2019 7:16 am

You are right, SrRaulCL. :)
Every BoD renderer has advantages and disadvantages. OpenGL seems to be excellent in image memory management (it compresses the size and takes up less memory), D3d has a high graphics effect, but it takes up a lot of memory. I am using 1024 textures and the memory reaches 1.2GB on the edge of the crash.

This should be the reason for the BoD engine. Even though I have 16GB of RAM, the old engine can't use more hardware performance and can only use one core of the CPU.

I mean, turning off the light particles doesn't turn off the lights. Light particles are not the same as ordinary particles. It is a property of the light object. The default is on.
You can create a light by simply entering a line of code in the console:

Code: Select all

Light=Bladex.CreateEntity("Light", "Entity Spot", char.Position[0], char.Position[1], char.Position[2])
At this time, the camera view light will reduce fps, enter:

Code: Select all

Light.Visible=0
After turning off the visible particles of light, fps returns to normal and does not affect the brightness of the light.
Another fatal flaw is the sun, I have to turn it off.
In general, I still like to play at D3d+dg, I have not tested ReShade.

Looking for a compromise point, I think the texture with such a high resolution is not cost effective on the BoD engine. Using 512*512 - 24bpp or 1024*1024 - 8bpp is a good solution. I found that the bitmap of the 8bpp palette is not dimmed in the game, it shows bright colors and the distortion of the pixels is almost negligible, so I decided to convert your texture package to 8bpp mmp. This guarantees that the graphics quality also reduces the memory usage, an excellent balance.

The existing mmp conversion program (BaB, SGIMMPWorkstation, mmp_dump) can not do batch automation conversion, I refer to the C++ source code of mmp_dump, get the binary byte meaning of mmp file, I think I can use python3 to rewrite an mmp conversion script (Implement automated batch conversion) because I have not studied C++. Currently I have successfully used py3 to extract the 32bpp bitmap in mmp, haha! I will continue to write this script in a few days, and I am currently replying to the post using my mobile phone.
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SrRaulCL
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Re: BoD Optimization Config (for win7,8,10)

Postby SrRaulCL » Fri Jun 21, 2019 11:26 am

Yesterday I discovered something more. All light sources in the game using D3d lose fps, but there is one that doesn´t!

In the first map of the Amazon (Marakanda) the area of the well is surrounded by a barrier with many rays and there are no low fps. I wonder what difference these rays of Orlok rays in the obelisk, for example. I can´t see anything in the archive .py

The textures maybe you're right, upscale texture x2 (512) and not x4 (1024) maybe it would make the D3d configuration use them without problems. He knew that the game only accepted "X" mb.

But ... At 1024 this look great! :P

I leave a link to my YouTube channel where I'm showing some results:

https://www.youtube.com/channel/UCJH6zN ... subscriber

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Re: BoD Optimization Config (for win7,8,10)

Postby MBK_MBK » Mon Jul 15, 2019 11:11 pm

Greetings. :)

I am testing your work in my new computer. BoD works well, but sometimes the game gets slow or very fast; and I can not play like that. This seems to be due to a conflict with the hardware and with the the graphic libraries (.dll). The D3Dfx graphic mode does not work for me, only OpenGL works for me. I'm not sure why, but I can not try the graphic mod Blade of Light, I get a message that says "something missing from D3Dfx dx9". :?

First I am tried to use the HD textures that SrRaulCL have done, but the game gets slow. I used the MmpWorkstation program, to extract some mmp textures in bmp images; and then I can to observe them. I see that the quality of the images is in 32 bits, which contains alpha channels.
For that reason, the textures may not be compatible in some cases and the game will be slow. In addition, the version of the program I use to extract mmp textures to bmp format, on my computer does not work well with images in 32bits. For that reason, before I could only make textures in 24bit quality, with 1024x1024 resolution.
Well, the quality and sharpness of the textures is very good, they look better than the ones I tried to do with Photoshop. Very good job! And I'm thinking what I can do: adapt the textures from 32 bits to 24 bits and design them with the look of my Hyperborean mod. I would only look at the textures of the maps that I have left to finish. With original textures of such high quality, the result will be better than what I was doing before. So, thank you very much for the effort of your work, because it helps in the modder work of more friends and that's great. :D

About the other issues that are discussed in this publication, when I try them, I will also comment.
Loose your ghosts, because they keep suspiciously your freedom.


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