#110 posted by Yhe1 on 2011/03/13 19:31:58
I have windows 7, but no texture pack, my specs are in post 86.
#111 posted by Yhe1 on 2011/03/13 19:58:50
Is there a logging function in directq? maybe I can produce a log and sent it to you
#112 posted by mh on 2011/03/13 21:08:04
-condebug should work but I don't think it's going to be of any benefit. You've clearly got a bug that hasn't shown up during my own testing and that nobody else has reported (I've got other ATI users saying that it's smoother and faster than ever before, and my own benchmarks show it a consistent 1.5 times faster than the last 1.8.666) so it's definitely caused by something in your own setup or on your own machine.
So I need help from you to isolate the cause of this one, because everything on my side and everything on everybody else's side is pointing towards this being something that shouldn't even be happening.
Are you using any particular settings in your Catalyst Control Center? Anything to do with texture optimization or quality?
Have you any other programs running?
Are you overclocking?
Have you tried going back to a clean, default Quake configuration and seeing if it happens with that?
That's the kind of info that's needed now.
#113 posted by necros on 2011/03/13 21:18:31
just tested this out of curiosity and it is insanely slow. is there something i need to do to get it running properly? i seem to be getting about 10 or less fps in an area with 11k wpoly and about 6k epoly, no dynamic lights or particles effects.
this is on an nvidia gts250 and launched with the command line:
-heapsize 192000 -particles 20000 -nocdaudio -width 1600 -height 1200 +gl_clear 1 +scr_conspeed 32768 -bpp 32
#114 posted by mh on 2011/03/13 22:38:00
If you're finding it that slow then something is wrong with your machine or your setup, or else you've got a contrived scene or situation. I've a GT230 and I manage over 50 FPS with 17k wpoly and 30k epoly. With dynamic lights and particle effects. In an unoptimized debug build. And r_novis 1.
If this is an in-development map I'd be interested in knowing more as I'd like to figure out why it's slow. Because it most definitely shouldn't be.
#115 posted by necros on 2011/03/14 23:31:42
oh well, actually, it's slow like that for all maps.
arbitrarily picked e4m3:
noclipped out of the map, about 2.3k wpoly.
directFQ is about 15-19ms r_speeds
quakespasm is 1-3ms.
it has to be something to do with my machine though, i mean, i know the engine isn't *actually* that slow. i was hoping to figure out what does it though.
if it helps, this is on a dual-core cpu, w7 64bit system.
#116 posted by mh on 2011/03/15 00:26:24
15-19ms
Ahh, betcha vsync is enabled. Vsync behaves very differently between OpenGL and D3D, and D3D doesn't respect your video card's control panel settings. Or something; I'm not sure how it works in D3D8 which directFQ uses.
#117 posted by mh on 2011/03/15 00:36:05
OK, I get 16 or so ms with DirectFitz as well so it's not your machine, it's the code. Bearing in mind that the purpose of that port was stability on Intel cards rather than performance, it's OK.
DirectQ itself does 3-4ms noclip out, r_novis 1, sv_novis 1, 2846 wpoly and 27234 epoly.
#118 posted by necros on 2011/03/15 03:15:26
it's unfortunate performance takes such a huge hit, but thanks for clearing that up for me.
#119 posted by mh on 2011/03/15 03:57:39
Well I could probably do a lot to improve it, but it's not a live codebase anymore and I don't want to go hacking and slashing at the original Fitz code either; one of the objectives in those ports was to preserve the original code as much as possible.
#120 posted by mh on 2011/03/16 19:59:58
Hi mh, I noticed that since 1.8.7, directq some times have slight stuttering at certain parts of maps.
Another possible reason for this is that you may have CPU affinity set. DirectQ actually likes multiple CPUs and/or cores, and will prefer to use them if they're present. Setting CPU affinity screws this up and can cause exactly this kind of behaviour.
#121 posted by Yhe1 on 2011/03/19 05:19:19
It seems that RC3 no longer has this issue. Your changes must have fixed it.
#122 posted by mh on 2011/03/20 00:10:16
It seems that RC3 no longer has this issue. Your changes must have fixed it.
Good to know. I wonder what it was though. Did you ever check the CPU affinity? One of the changes I made was removing a sort on an extra thread, and another person had problems with that on a single core machine.
Bug
#123 posted by Yhe1 on 2011/03/20 07:31:29
RC3 cannot run Ricky's Slave and Starkmon. It could run the hand tho.
I don't have CPU affinity set, I suspect the issue is the slight jerkiness of the timer altho I am not sure.
#124 posted by Yhe1 on 2011/03/20 19:48:48
Also, in Tronyn's new map sludge, when you pick up the amulet of deflection, the particles do not move around.
#125 posted by mh on 2011/03/20 20:54:48
RC3 cannot run Ricky's Slave and Starkmon. It could run the hand tho.
Fixed.
I don't have CPU affinity set, I suspect the issue is the slight jerkiness of the timer altho I am not sure.
Doubtful; this problem didn't happen for anyone else.
Also, in Tronyn's new map sludge, when you pick up the amulet of deflection, the particles do not move around.
Fixed.
#126 posted by Yhe1 on 2011/03/30 09:04:49
Hi mh, I think there might be a problem with fog in the nehahra map Invein. On some of the windows, the green fogs shows on Directq but not Aguirre quake. Would be cool if you looked into it. Thx
#127 posted by Yhe1 on 2011/03/30 22:39:02
Directq crashes when running rpgsp1.
#128 posted by mh on 2011/03/30 23:07:57
Directq crashes when running rpgsp1.
Anything else I need to know? Does it crash when you try to load it? Does it crash at any specific point in the map? When you're doing something? Going somewhere?
Regarding the Nehahra stuff: the status of Nehahra support is always going to be "experimental". The mod dates back to 2001 and contains many incompatibilities with newer concepts, and even has some breaking changes made to the original Quake engine.
I'm still finding out stuff about what's needed for supporting it. It's only recently I found out about how it handles fog and skyboxes. Instead of some nice clean worldspawn keys or server messages the engine must instead call a function in QC which then stuffcmd's all the settings. It's that nasty.
I'm not saying "I won't do it". What I am saying is that it's a lot more complex than just pressing a button marked "make Nehahra work". And that sometimes when you turn over stones you find nasty things crawling out from under them, and then go have to deal with those nasty things before you can do what you originally wanted to do.
#129 posted by Yhe1 on 2011/03/30 23:31:04
Directq crashes when I load rpgsp1.
commandline: directq -nocdaudio -current -game id1 +map rpgsp1 -id1 -bpp 32
Great Idea!
#130 posted by rj on 2011/03/31 00:19:19
What I am saying is that it's a lot more complex than just pressing a button marked "make Nehahra work".
if you do come up with such a button then please add it to rmqengine, kthx
#131 posted by Yhe1 on 2011/03/31 01:10:51
#132 posted by Yhe1 on 2011/03/31 01:14:19
#133 posted by Yhe1 on 2011/03/31 01:17:55
A little more info:
This issue happens if you drop into the bottom area of invein, with the heavy green fog, then use the teleporter to get back up. You will then see the heavy green fog outside of the windows like in the picture.
#134 posted by mh on 2011/03/31 01:33:38
Ah, there must be a server message or a stuffcmd I'm missing then. That's useful info, I can debug it now.
rpgsp1 doesn't crash in the new code (due for release tomorrow or Friday), by the way. So much new stuff that I'm not certain what the cause was; I'll need to download a copy of the old and run it in a debugger just to confirm that I've caught it correctly.
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