Author Topic: Just thought about something with the update  (Read 1673 times)

I recently realized that the shaders for Blockland will be very or somewhat intensive and require a good computer, although, isn't Blockland only designed as a 32bit program?

Would this ruin performance or am I just wrong (I honestly don't know)?
Would we gain performance if Blockland supported 64bit computers?

They said that it will be toggleable in graphics options. Just like textures, physics and shadows are right now.

Blockland shouldn't be upgraded to 64x by default, due to compatibility issues for older computers.

However it would be nice if there was a 64x duplicate, though I don't know how much work that would take.

they said graphics won't be toggleable forever. related: i hope shaders don't mess up certain things. like, i hope fire emitters don't turn dark, and i hope water emitters don't glow. should add a
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SelfIlluminates = true; to emitters so we can have ones that glow and ones that don't (unless we already have this idk).

and i think shadows casting in the sun's direction in a uniformly lit room would be annoying? and would walls cast shadows into the room making it dark even with a light on? can't wait to test out the update and give feedback

Blockland shouldn't be upgraded to 64x by default, due to compatibility issues for older computers.

However it would be nice if there was a 64x duplicate, though I don't know how much work that would take.

They can have both a 32 and 64bit download.

they said graphics won't be toggleable forever
So us users with lower end computers are screwed then, right?

So us users with lower end computers are screwed then, right?
I think Komp and BS expect gamers or just people in general to higher end computers by the time they do that. That would imply that it'd be very far in the future.
At least, that's a theory

they said graphics won't be toggleable forever. related: i hope shaders don't mess up certain things. like, i hope fire emitters don't turn dark, and i hope water emitters don't glow. should add a
Code: [Select]
SelfIlluminates = true; to emitters so we can have ones that glow and ones that don't (unless we already have this idk).
My guess is that additive particles won't be affected by lighting.

My guess is that additive particles won't be affected by lighting.

No types of particles will be affected by lighting unless specifically written so in a shader.

they said graphics won't be toggleable forever. related: i hope shaders don't mess up certain things. like, i hope fire emitters don't turn dark, and i hope water emitters don't glow. should add a
Code: [Select]
SelfIlluminates = true; to emitters so we can have ones that glow and ones that don't (unless we already have this idk).

and i think shadows casting in the sun's direction in a uniformly lit room would be annoying? and would walls cast shadows into the room making it dark even with a light on? can't wait to test out the update and give feedback
This would be nice

There's way too much care for stuff pc's

There's way too much care for stuff pc's
not everyone can afford a badass computer

This is what I'm most worried with about v21.

The new shadows and shaders might screw up my laptop and create forgetass lag. I won't be able to afford a badass computer, like KoopaScooper said.

they said graphics won't be toggleable forever

BS. They said they'll be off by default at first, then on by default as they get better. They never said they won't be toogleable.

Somewhere around page 100 of the dev topic, kompressor said that they would remove the option after everything was working perfectly.