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April 29, 2024, 10:53 PM

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Messages - Jean

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1
Could probably beat 01i if I practiced long enough but that'll do. Fun challenge!

2
Actually, I've played with OpenGL renderer quite a bit and performance/latency is acceptable! So I guess I'll stick with it for now.

Inability to use SuperFrontend is a small price to pay I guess.

Thanks for the suggestion!

3
You can try selecting OpenGL renderer in options instead of Direct 3D one.
WA does all its drawing on CPU in 8bit indexed color and only the final truecolor screen texture is displayed with hardware accelerated D3D/OpenGL API. So there isn't much performance to be gained by using DXVK, since most of the drawing is done in software anyway.

I don't have any stats or benchmarks to back up my claim, but Direct3D (Shader) with vsync off, FPS cap and DXVK provide best performance/latency results on my computer. Much better than on Windows even. But again, this is all based on feel, so take this with a grain of salt.

And since this works fine for me, I don't see any reason in using OpenGL renderer, especially that wkSuperFrontend doesn't work with it, and I'd really like to use this module.

4
try resizing the wine window first before resizing WA

You mean Wine's Virtual Desktop window? I don't use that feature. But it cannot be resized anyway, except by changing resolution in winecfg, which requires application restart. WA's windowed mode has the same problem, menu cannot be resized, and if DXVK is enabled frontend runs at 640x480 no matter if wkSuperFrontend is used or not.

Also, I'm facing issues with minimizing the game from the frontend. I'm not trying to resize anything (which isn't possible anyway).

This module needs to be made compatible with DXVK, that is all.

5
- DXVK/VKD3D is enabled (DXVK version 1.9.1L);

Apparently disabling DXVK fixes the problem for me. However, performance and latency are significantly worse without it. Is it possible to add compatibility with DXVK in the next version?

6
I have a problem with this module. Menu won't display in full screen after minimizing. Screenshot attached.

I run this game in Lutris with the following settings:
- DXVK/VKD3D is enabled (DXVK version 1.9.1L);
- FPS limit is set to 110;
- Desktop effects are disabled;
- Feral GameMode is enabled;
- Game restricted to single core.
Other settings are default.

My OS is Arch Linux and GPU is NVIDIA GT 710 with proprietary driver. All packages are up to date.

[attachment=1]

7
General discussion / Re: WormNET ranking system
« on: August 13, 2021, 09:33 PM »
I should mention ranks would also be a good countermeasure for aliasing, because in order to play with pros you'd have to build up your rank, which can be extremely tedious if you change names often.

8
General discussion / WormNET ranking system
« on: August 13, 2021, 06:45 PM »
This game desperately needs a ranking system. Everytime I host 2v2 games there's a good chance a newbie will join. And lots of them quit when they make a mistake or realize they can't win. So many matches have been screwed up because of this. Adding 'no noobs' or 'pro' in host title is useless because most people simply ignore that.

Can we have a ranking system so we could allow only experienced/pro players to join our games?

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