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Topic: v0.3: Is this a joke? (EDIT: maybe false alarm) (Read 4784 times)
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player1
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Well, maybe I was a little bit harsh while naming this thread, but v0.3 has some serious preformance issues.
I have 333Hmz Celeron, 64MB RAM, Intel 740 graphics.
With 0.24 version (which, in my opinion, is more polished then some gold versions of new commercial games), I had no performance problems at full-screen 320x240. Just never (with high quality sound included). If using 640x480 then only small slowdown in case of visiting planets with ruins (never in melee).
Now, with v0.3 even in melee there are severe slowdowns. Especialy with trilinear melee scaling (default setting). When I change it to "nearest" is becomes a little bit more bareable, but still choppy.
Of course this doesn't help at all when visiting plantes, when slowdowns are now siginificant too.
Anyway I don't know what you did guys, but you made this game pretty unplayable at my comp.
Now, I just need to wait for some v0.31 patch or maybe link to old 0.2/0.24 version.
P.S. All other settings were deafault.
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« Last Edit: September 08, 2003, 08:00:24 am by player1 »
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player1
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Of course, maybe there is some hidden setting I need to find in oreder to make it work just before.
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player1
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Note: I tired both with zipped and unzipped versions of content dir (I first assumed that unzipping causes slowdowns).
No notable difference in both cases.
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Michael Martin
Core Team
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I'm impressed you got it to work originally; my 500MHz Celeron couldn't handle 640x480 mode at any time without massive slowdowns.
I'm not sure what would cause that, however, unless you're running stuff in background, because the changes between 0.24 and 0.3 are mostly bugfixes, IIRC. No part of the core engine got overhauled in between the two, except for IO (which only would delay transitions; everything stays in memory in between).
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player1
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UPDATE: I've installed 3do music files (ogg) and now most of performance probelms are gone (with trilinear melee scaling included).
Same for planet exploration too.
P.S. Now only there is slowdown during playing victory music in melee.
Now, I suspect that slowdown comes from not-so-good optimisation of "MOD-player".
P.P.S. The only real question is it new slow-down or part of 0.2 too. I can't say since I always played with 3d0 ogg music.
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Michael Martin
Core Team
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There's a frightening amount of pixel-level operations in UQM. As a result, OpenGL (which is designed around vertices) is being abused pretty heavily - the rendering on the screen is just one giant quad, and the screen itself is a texture. Cards that are optimized for rapid texture upload (GeForce cards seem to handle this well) react the best to OpenGL mode.
It never worked at all on my old Voodoo 3. (It couldn't handle textures of the dimensions required.)
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player1
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UPDATE:
When I changed sound quality back to medium, all slowdowns disappeared. It looks that MOD resampling is more CPU intensive then I thought.
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Novus
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Fot or not?
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OpenAL seems to be a lot more complex than MixSDL, so it may use a lot more CPU power. MixSDL uses very little CPU power in my experience.
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player1
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Well, thanks for help everybody.
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Novus
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Fot or not?
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High quality mode changes resampling to be cubic instead of linear, and enables hqmixer in MikMod which gives somewhat better quality for mod music but requires fast cpu.
As far as I can tell from the source code:
- High quality is 44 kHz, cubic interpolation, high quality mixer.
- Medium quality is 44 kHz, linear interpolation, normal mixer.
- Low quality is 22 kHz, no interpolation, normal mixer.
In other words:
- Low quality should be OK on a 486.
- Medium quality should be OK on any Pentium.
- High quality apparently takes a noticeable chunk of power out of a 300 MHz Celeron.
For the sake of comparison, PC SC2 seems to play at approximately 8 kHz with no interpolation, which can only be described as "horrendous quality". Funny, it sounded much better at the time.
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Pages: [1] 2
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