while u add those, could u please add the textures in the correct way too please no jk, i know its only a shader and you dont actually need to retexture them - but i allways found it so incredibly wrong how those textures are applied (the botton textures i all around the crate, while the side texture is on the top) - and now with parallax it looks even wronger ...
Looks really nice, but how much would this cause fps to drop? I have a geforce 460 so it probably wouldn't be a problem for me but what about the less fortunate people?
mat_parallax_expensive 0 is default and that is close to no FPS drop in comparison with bumpmapping. Expensive is like 50% drop when starting at parallax mapped material. Shadows haven't been added yet and they'll cause additional drop but that'll be another cvar.
that looks awesome but, a 50% hit to fps is incredibly huge. So if we were crouched next to one of these, most video cards would cry ehh?
Not everyone is going to get a 50% drop; people with 80 fps might get 40 fps, people with 200 might drop to 80, dubee may not drop at all (well yeah perhaps from 8 to 7), people with 30 could drop to 23, the percentage varies a lot depending on how much fps you have
We should have a competition to try give Dubee negative FPS so that his game starts playing backwards.
Well from what I understand he says if your staring at it... i guessing taking up the whole viewing box you get a 50% hit to fps... otherwise it will depend on how much of your screen is taken up by the object. However... if there were several objects in view with the parallax shaders would that multiply the amount of fps drop or is it still tied to how much of the screen is being used by the objects?
It depends on number of pixels drawn using texture with parallax mapping. BY DEFAULT EXPENSIVE MODE IS OFF. Most of the time it gives very small visual differences. It's mostly for people with too many FPS.
It already has them, although I think source might be getting them on a large scale with the advent of portal 2.
Besides sunradius for the light_env, I don't know of any. Lightmaps are pretty good at faking them for point lights, so long as you don't drop the scale down to 1 or 2.