D2X-XL Worklog

Notes on features and problems from the development of D2X-XL, newest first.

New Framerate Limit

D2X-XL v1.14 has a new approach to frame rate capping by now offering nothing more than an option to have the frame rate sync'd with your monitor's vertical refresh signal (to avoid tearing). What D2X-XL actually does when this option is checked is to not cap the frame rate at all, allowing you to link the screen refresh to the hardware's v-sync signal via the OS's driver control panel. I have chosen this approach because the required driver functionality is rather hard to implement on other operating systems than MS Windows and that way the driver will be able to always handle this properly.

If this box is unchecked, the frame rate will be capped at 60 fps. This is a reasonably high setting at which no human being in the world can detect any stuttering any more. The human eye is only capable of distinguishing singleimages up to a speed of about 30 fps. The reason for this is that particularly the pigments in the eye's light sensitive cells required for color vision need about that time to refresh. The human eye is capable of detecting brightness changes (flickering) at a higher rate (up to 100 hertz), but that has nothing to do with perceiving a fast sequence of stillimages as fluid movement of the displayed scene. If you claim you can perceive stillimages at a framerate significantly above 30 fps, then you are a case for the Men In Black.

I know there are people who cannot be convinced with as many scientific research and proof as there could ever be that this is true. If you are one of these people don't even try to argue about that with me. If 60 fps is good enough for id Software games, it is certainly good enough for D2X-XL.


An explanation can't hurt.

Seeing your frame rate going to several hundred fps is good for nothing except maybe giving you warm fuzzy feelings for your hardware (if that is what you want, just check the "frame cap: v-sync" box). You don't need more power when you're already speeding down the highway at 250 mph. You need it when toiling uphill, and that's what v1.14's increased rendering power is good for: It will help to diminish massive framerate drops.

What I also experienced when using high frame cap values was stuttering due to sudden framerate drops as soon as some graphically intense area became visible; something that didn't happen at 60 fps. And what would more be good for if you cannot see it anyway?

Another claim that has been made was that frame rate drops weren't as bad when using high frame cap values. Technically that is complete nonsense. The frame rate will always only drop as much as is enforced by computing a single frame, so if you have a 200 fps cap and the current frames needs 40 ms, you will suddenly have 25 fps just as when you have a 60 fps cap. The built-in frame rate display is not a reliable indicator here as it only gets updated three times a second and hence only displays an average. If your framerate is briefly dropping from 60 fps down to 10 and then going back to 60 you will get another average value than when it's dropping from 200 to 10 and rising back to 200.


News

A new D2X-XL update fixing broken screen resolution persistence is available

There is yet another D2X-XL update is available (the new Pumo Mines broke a few things ...)

Believe it or not: There's a new D2X-XL version online!

Uploaded updated D2X-XL and library source code that compiles with Visual Studio 19

After a really long time, another new DLE version is available

A new DLE version is available (hear, hear!) :D

A new Max OS X version of D2X-XL is available!

D2X-XL now offers a cartoon style render mode!

New D2X-XL and DLE versions are available

Blarget has got his own area in the level spotlight

New D2X-XL and DLE versions are available

A couple of levels have been added to the level spotlight

Hooray! We're finally having a new Mac OS X version of D2X-XL!

D2X-XL now features an observer mode for multiplayer games

A new D2X-XL version with improved multiplayer synchronization is available

A new D2X-XL version fixing out of sync problems in multiplayer games is available

A new D2X-XL version with many multiplayer bug fixes is available

Added high quality (ogg) Descent 1 and 2 music to the downloads area

A new D2X-XL version with important bug fixes is available

D2X-XL compiles and runs on Linux again!

Descent 1 and 2 high res textures are now available as complete downloads

A new DLE version with a ton of bug fixes and improvements is online

A new D2X-XL version is online

A new D2X-XL version with a much needed bug fix is online

A new DLE version is online

Published another DLE version with more bug fixes and improvements by Sirius

Published a new D2X-XL version

Published a new DLE version with tons of bug fixes and improvements by Sirius

D2X-XL now supports Oculus Rift 3D headsets!

Updated DLE and D2X-XL to support new level features requested by Pumo

Added an article about DLE's new tunnel generator to the worklog

DLE's new tunnel generator is finished

Added a new article to the worklog

Published a new DLE version

Added a new article to the worklog

Added two new articles to the worklog

D2X-XL and DLE-XP now support triangular segment sides!

DLE-XP has an OpenGL render and 1st person view!

New DLE-XP version available

Wrote a new worklog article

Check out DarkFlameWolf's level spotlight section!

New DLE-XP and D2X-XL versions are available

A new DLE-XP version is available

Added a worklog article about the way point feature

Added way point support to DLE-XP and D2X-XL

Posted a bunch of new screenshots

Posted a bunch of new screenshots

A New version of DLE-XP is available

New OS X version of D2X-XL is available!

Added article about lightmaps to worklog.

New article and video added to worklog.