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Immediate benefit from Monogame Improvements to come Rate Topic: -----

#1 User is offline   cjakeman 

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Posted 23 August 2020 - 12:19 AM

I've been closely watching the progress James Ross is making in merging Monogame into the official Testing version.

We all know that XNA is a dead end and Monogame gives us a way to provide better graphics and make more use of modern GPU capabilities.

I don't know much about graphics but I understand that this is all potential benefit and that switching to Monogame in OR v1.4 will not deliver any immediate and visible improvements to users.

So I was wondering if there is some small but distinctive capability that could be added to Monogame for v1.4 which is not possible in XNA v1.3.1? Something we can promote as the first of many improvements to come?

#2 User is online   Weter 

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Posted 23 August 2020 - 02:57 AM

I humbly ask to excuse me for immediate spoon of tar, but trying Carlo's MG version last month, forced my 11-years old noteboook (UL30B: 2x2,XXGHz;2GB RAM;Intel chipset;Win7x32) to freeze completly at that conditions, where XNA version showed 5-7fps.
No capable to say any comments, but just this fact.
I'm not ready to buy new PC or notebook with Win10 or so.

At the same time, I can accept, that I probably just sayed against progress.

#3 User is offline   gpz 

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Posted 23 August 2020 - 05:25 AM

It is really hard to find specs of that UL30B, but if I found out well, it has the graphics chip Intel GMA 4500MHD, which has the Feature Levels 10_0 and 9_1 available. At least one of the shaders of the MG version has to use the shaders vs_4_0_level_9_3 and ps_4_0_level_9_3, which seems to be just a bit over the capabilities of that chip, unfortunately, because D3D 9.1 and 10.0 are supported by that, but 9.3 is not. I have been a bit out of the programming experience of this for a couple of years, so I'm not sure at this point, if it is possible to alter the shaders for fitting within the above limits. (I think it is, the old simplyfied shadow mapping has to be re-introduced, that was not migrated. That algorhythm might satisfy with vs_4_0_level_9_1.)

EDIT: I made a note in the tracking GitHub PR about this issue here.

#4 User is offline   cjakeman 

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Posted 23 August 2020 - 05:46 AM

 Weter, on 23 August 2020 - 02:57 AM, said:

I humbly ask to excuse me for immediate spoon of tar, but trying Carlo's MG version last month, forced my 11-years old noteboook (UL30B: 2x2,XXGHz;2GB RAM;Intel chipset;Win7x32) to freeze completly at that conditions, where XNA version showed 5-7fps.

I expect we will release an official version of Open Rails for XNA which includes all the improvements since v1.3.1 and immediately prior to Monogame. We might call it v1.3.2. That will support Windows XP SP3 and will continue to work on your notebook PC.

To get new features after that, you will need a more capable PC.

#5 User is online   Weter 

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Posted 23 August 2020 - 10:21 AM

Peter, Thanks alot for care!
I didn't note Your post till now, as I thought, that only Chris answered to me.
I own ASUS UL30B.

Chris, so, the progress expected to go that way...
I have read all that thread and see. And have to accept it.

#6 User is offline   cjakeman 

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Posted 24 August 2020 - 10:07 AM

 cjakeman, on 23 August 2020 - 12:19 AM, said:

So I was wondering if there is some small but distinctive capability that could be added to Monogame for v1.4 which is not possible in XNA v1.3.1? Something we can promote as the first of many improvements to come?

So to return to the original question posed; is there any distinctive capability that Monogame can show off?

#7 User is offline   Icik 

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Posted 24 August 2020 - 10:32 AM

For example, you are not able to achieve such graphics with the XNA version. Everything is captured under MonoGame.

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#8 User is offline   Genma Saotome 

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Posted 24 August 2020 - 11:43 AM

Chris, one possible partial answer to your question might be in conjunction with ReShade.

As for completely new, presently unavailable features, I could get quite excited about dual texture capability, especially if the right codes can be inserted into .s files. A practical use is to apply a second texture of grime merged into a straightforward skin applied to rolling stock.

#9 User is offline   cjakeman 

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Posted 25 August 2020 - 04:58 AM

 Genma Saotome, on 24 August 2020 - 11:43 AM, said:

As for completely new, presently unavailable features, I could get quite excited about dual texture capability, especially if the right codes can be inserted into .s files. A practical use is to apply a second texture of grime merged into a straightforward skin applied to rolling stock.

Thanks, Dave.

I was re-reading that (private) thread prior to starting this one. It seemed very promising and could build on what we have without going off at a tangent.

I found a Trello card for dynamic weathering, but not for static - so I've added one.

#10 User is offline   cjakeman 

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Posted 25 August 2020 - 04:59 AM

 Icik, on 24 August 2020 - 10:32 AM, said:

For example, you are not able to achieve such graphics with the XNA version. Everything is captured under MonoGame.

Very impressive images - thanks, Jirka.

So are you saying that ReShade does not work with XNA graphics? If that is the case, that's an excellent answer to my question.

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