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Author Topic: [OBSOLETE] DF Accelerator  (Read 32138 times)

highholyme

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Re: DF Accelerator, combined, ultimate, all-knowing, all-doing, bugless version
« Reply #150 on: December 23, 2008, 09:29:23 pm »

Excuse my undwarvenlyness but i had to ask.

Right now i'm running a slightly expanded fortress (Couple of clicks x and y over the standard) I dont know the exact numbers

Have about 15 dwarves at the moment, averaging 25-30 fps normally.
Accelerator dropped me down to 0-5.
Wonder why? And also wondering if thats a decent frame rate considering.
I've yet to get past my first couple of years without being overwhelmed by useless dwarves. (Building the drowning chamber as we speak)
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Baughn

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Re: DF Accelerator, combined, ultimate, all-knowing, all-doing, bugless version
« Reply #151 on: December 23, 2008, 09:37:05 pm »

If you use graphical tiles, the textures may not fit in VRAM. DFA has a horribly inefficient texture-catalog packer. Or not-packer, perhaps I should say. (Fixed in BC)

If you have good drivers that do a good job with DF as it is anyway, DFA just adds inefficiency

If you have partial-printing off, try turning it on
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highholyme

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Re: DF Accelerator, combined, ultimate, all-knowing, all-doing, bugless version
« Reply #152 on: December 24, 2008, 07:13:20 pm »

Yeah I noticed that.
No tiles, pure DF.

Like I said, I was really wondering of 30 fps was decent for 15 dwarves.
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Baughn

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Re: DF Accelerator, combined, ultimate, all-knowing, all-doing, bugless version
« Reply #153 on: December 24, 2008, 07:53:51 pm »

Weell...

For your computer, it's probably decent. I get 150-200fps at that level, but mine is of course a bit more powerful than most. *shrug*
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Footkerchief

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Re: DF Accelerator, combined, ultimate, all-knowing, all-doing, bugless version
« Reply #154 on: December 24, 2008, 11:48:46 pm »

edit 2: updating drivers actually made things worse.  Mega slowdown -- FPS counter shows 0 doing intro movie, and won't show up in menus or gameplay.

Getting some bizarre problems, seemingly related to nonstandard grid sizes and the top line of the display not getting refreshed.

I have screenshots if you need them, but here's the debugger output:

Code: [Select]
Linking OpenGL
GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_A
RB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_
ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_
parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shadin
g_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_tex
ture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_e
nv_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_texture_rectangle GL_ARB_transpose
_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader G
L_ARB_window_pos GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EX
T_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtra
ct GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_draw_range_elements GL_E
XT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_frame
buffer_object GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_pack
ed_depth_stencil GL_EXT_packed_pixels GL_EXT_paletted_texture GL_EXT_pixel_buffe
r_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL
_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_shared_texture_palette G
L_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compr
ession_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env
_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_textur
e_lod GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_t
imer_query GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_rep
eat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_dept
h_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program
 GL_NV_fragment_program_option GL_NV_framebuffer_multisample_coverage GL_NV_half
_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_qu
ery GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_p
rimitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen
_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_textu
re_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shad
er2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_
NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_pro
gram2_option GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture G
L_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
Expanding texture catalog from 1 to 2 textures
Mouse texture detected and happily ignored
Expanding texture catalog from 2 to 4 textures
Expanding texture catalog from 4 to 8 textures
Expanding texture catalog from 8 to 16 textures
Expanding texture catalog from 16 to 32 textures
Expanding texture catalog from 32 to 64 textures
Expanding texture catalog from 64 to 128 textures
Expanding texture catalog from 128 to 256 textures
Expanding texture catalog from 256 to 512 textures
Expanding texture catalog from 512 to 1024 textures
There are 512 textures, max size is 16x16, min size is 8x16
Decided on 384x352 texture catalog texture
Upload complete
Rewriting texture array offsets to fit new catalog
Grid size: 80x25
DF Accelerator (re)initialization complete

My actual grid size is 125x60 with standard font.
« Last Edit: December 25, 2008, 12:17:45 am by Footkerchief »
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Baughn

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Re: DF Accelerator, combined, ultimate, all-knowing, all-doing, bugless version
« Reply #155 on: December 25, 2008, 04:13:53 pm »

DFA has been superceded by DF v0.28.181.40d2; see http://www.bay12games.com/forum/index.php?topic=28841.0 for details.

No further updates will be posted.
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icarus_redux

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Re: [OBSOLETE] DF Accelerator
« Reply #156 on: January 23, 2009, 07:58:42 pm »


 not sure but it seems to works good i was just starting to get tired of the creeping pace.but their all running pretty fast now even with 113 dwarfs.it's half screen but i haven't played with the settings yet. way to go!
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