low fps count in VS level
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- Baron Vladimir Harkonnen
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low fps count in VS level
A problem which we encountered before the presentation, if some parts in the oxw are action the game slows down to an unplayable level... I encountered the same problem on my notebook no really sure what it was, with an additional FglManagedSurfaceSomething error... removing the first NPC (a human frigate in my case, a superscaled noxon bombing a few day before) raises the FPS count to a bearable level. Interesting tough, that we did not encounter such an error during the presentation.
I'll do some testing later this weekend, to find out whether this is a hardware problem (ATI cards sometimes cause weird problems), or just a over extensive use the resources available (64MB video ram might just no be enough)
cheers
nico
I'll do some testing later this weekend, to find out whether this is a hardware problem (ATI cards sometimes cause weird problems), or just a over extensive use the resources available (64MB video ram might just no be enough)
cheers
nico
BOFH Excuse #212: Of course is doesn't work. We've performed a software upgrade.
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- Baron Vladimir Harkonnen
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??? What the hell...!!!What do you mean with this?if some parts in the oxw are action
I cannot remember what I wanted to say exactly, but probably if some parts are active, or in a strange order, the entire game slows down.
hmm... might be a side effect, as while being unbearably slow, it also gives an awful lot (error) outputToo much debug output?
and this would be the output I get.... (one print per tick??)
Code: Select all
fglX11AllocateManagedSurface: __FGLTexMgrAllocMem failed!!
nico
[edit: typo]
BOFH Excuse #212: Of course is doesn't work. We've performed a software upgrade.
it would be interesting to find out how much of the graphics memory actually is used. Perhaps we will need to think about switching to compressed textures.
I don't know if atm the texture system is actually sharing textures across different models...
If it's a mem limit problem it should be easy to reproduce...
I don't know if atm the texture system is actually sharing textures across different models...
If it's a mem limit problem it should be easy to reproduce...
- Nowic
- Thanathon, God of the lower Planes
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Some of our object textures are way too big (1024x1024 or 512x512). Just resizeing them could also help.
"I've always lived cheaply. I live like a student, basically. And I like that because it means that money is not telling me what to do. I can do what I think is important for me to do. It freed me to do what seemed worth doing." -- Richard Stallman
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- Baron Vladimir Harkonnen
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Some thoughts...
Running on my desktop, similar setup to my notebook, the presentation branch works out of the box, using the same setting as on my notebook.
As I do have a 9600Pro in my desktop (9600 in my notebook), I guess the problem is not the card itself but more the video ram (128MB vs 64MB.)
[and as I guess that the tardis' have at least 128MB VRam...]
On the other hand, I changed the texture of the noxon fighter to 256, and no improvement there, so shared textures might already be used.
I run a few more texture tests now.
cheers
nico
Running on my desktop, similar setup to my notebook, the presentation branch works out of the box, using the same setting as on my notebook.
As I do have a 9600Pro in my desktop (9600 in my notebook), I guess the problem is not the card itself but more the video ram (128MB vs 64MB.)
[and as I guess that the tardis' have at least 128MB VRam...]
Judging from the game itself, and that resolution changes did bring any improvements, I guess once more that it has to be a memory problem.If it's a mem limit problem it should be easy to reproduce...
On the other hand, I changed the texture of the noxon fighter to 256, and no improvement there, so shared textures might already be used.
I run a few more texture tests now.
cheers
nico
BOFH Excuse #212: Of course is doesn't work. We've performed a software upgrade.
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