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After experimenting with the options, how is 40d13? Problems only count if the defaults don't work.

Faster than 40d, no problems
- 42 (26.1%)
Faster than 40d, problems
- 72 (44.7%)
No slower than 40d, no problems
- 14 (8.7%)
No slower than 40d, problems
- 16 (9.9%)
Slower than 40d, no problems
- 2 (1.2%)
Slower than 40d, problems
- 3 (1.9%)
Doesn't work (please explain)
- 12 (7.5%)

Total Members Voted: 160


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Author Topic: FotF: Help test the output code for the next version of DF (40d13)  (Read 373333 times)

Baughn

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #420 on: December 30, 2008, 06:00:24 pm »

None. The timer and partial-printing fixes might go some way towards mitigating it, but since it's in 40d it's probably a bug in DF itself. Can't help you there.

On an unrelated note, the bug where mouse-button states are lost when you use the keyboard has been fixed, so in 40d6 you can designate stairs on multiple levels or whatever.

In other news, you should also be able to use any extra mouse buttons beyond #1 and #2 as standard input buttons - so you can, for example, bind vertical and horizonal scroll to map movement, or vertical scroll to z-level movement and button 3 to the goblin-invasion trigger.
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Baughn

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #421 on: December 30, 2008, 06:01:35 pm »

Pretty sure all those problems are fixed in d6, razordw.
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Mechanoid

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #422 on: December 30, 2008, 06:08:50 pm »

22ish tile local map tile map with 70 z-levels, 8 pages of creatures total on the map (6 deceased) either living in a circular chasm and bottomless pit, or on the surface. cave river and magma pipe present, devoid of life, unmodified. 7 dwarves.

600fps cap, 60gfps cap, partial print:YES:1 test resulted in:
100fps but choppy SPEED:1 dwarves. using the same but increasing the gfps cap to 120 resulted in smoother SPEED:1 dwarves without a framerate hit.
doubling the gfps cap to 240 resulted in reduced framerate.
setting partial print reduced framerate stability (w/ partial, fps drop was 10ish. without, 20ish.)

3ghz, 2gig ram, radeon 9600, etc... voted faster then 40d, no problems (that i know of)

@ Savok
Try setting your fps cap to 10x your refresh rate and your gfps cap to your refresh rate x2 like i did. Don't forget that you DO have 80 local map tiles.
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Baughn

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #423 on: December 30, 2008, 06:14:20 pm »

That advice is probably good with the screwed-up timer system in 40d3 through 5, but it should be obsolete for d6. Just a heads-up. :P
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ps0705

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #424 on: December 30, 2008, 06:42:48 pm »

Mm, quite.

Would you mind checking the CPU use on that? As mentioned above, there's a timer bug in 40d3-5 that can cause that behaviour.

Ok, I've got 37% CPU usage. Does that explain it?
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Thndr

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #425 on: December 30, 2008, 06:43:13 pm »

Partial Print in d5 seems to lower the graphical update framerate. The turn framerate appears to be the same without Partial Print:0. I'm just testing a 16x16 embark with 31 dogs, and I average about 56fps or so.

GRID:85:60
FPSCAP:200
GFPS:50
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Baughn

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #426 on: December 30, 2008, 06:51:14 pm »

Mm, quite.

Would you mind checking the CPU use on that? As mentioned above, there's a timer bug in 40d3-5 that can cause that behaviour.

Ok, I've got 37% CPU usage. Does that explain it?
Yeah, rather. Means you'll get three times the speed with d6. Or 50% more, if that's a dual-core number.
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Savok

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #427 on: December 30, 2008, 08:12:06 pm »

Pretty sure all those problems are fixed in d6, razordw.
Joy! That's exactly what was happening to me.
@ Savok
Try setting your fps cap to 10x your refresh rate and your gfps cap to your refresh rate x2 like i did. Don't forget that you DO have 80 local map tiles.
Tried it. Best result of any setting, giving me ~33fps. I still have the problems described in this post, however.

Yes, I know that I have 80 tiles AND 64 z-levels, but the map was running at a staggering 125fps before the bug kicked in. Seriously, wut? I used to be lucky to get that on a map literally 10 times smaller and with a whole bunch less special stuff.
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Ampersand

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #428 on: December 30, 2008, 08:25:45 pm »

Strange things I've noticed in the latest version.

I suffer serious slowdowns when my Miners carve upramps. It seems like a drop of 40 frames per second for every tile being turned into an upramp at a time. When the miners stop carving the ramps, the frame rate instantly jumps up to 200 frames per second.

Other than that, on my computer at least the game seems to run faster over all than in the original 40d, and after a few hours, I've yet to have any crashing. The only problems I'm having are the aforementioned up-ramp slowdown, and partial print being broken.
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Davion

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #429 on: December 30, 2008, 08:33:36 pm »

With partial print off 40d5 runs good, around 160 FPS when the original 40d was giving me 30 FPS with partial print off.

With partial printing on at 2 40d5 is weird, though. I'm getting the same problems others are having with everything being slow, flickering when scrolling, and tiles not updating. When I generate a world I barely even see half the map as it is made and as everything is generated I don't see any of the numbers.

With partial print on and set to 0 it's more bearable, and I can see that the FPS shows around 160.

So generally it's running better than the original 40d if it wasn't for partial print being messed up right now for me.
« Last Edit: December 30, 2008, 08:46:22 pm by Davion »
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Baughn

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #430 on: December 30, 2008, 08:36:49 pm »

Mm. You'll be happy to learn that I'm taking a very different approach to partial-printing in d6, then.

Combined with the timer fixes, you should get nearly the maximum speed possible from partial-printing, all the time, without any flickering. Ever.

(That's if you have a GPU new enough to support GL_EXT_framebuffer_object. If you don't, you should still get a speedup but the partial-print fix won't apply.)
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Ampersand

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #431 on: December 30, 2008, 08:59:43 pm »

Is an Nvidia 8800 GTS new enough?
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Baughn

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #432 on: December 30, 2008, 09:09:51 pm »

Yes; pretty much anything from the 5000 series and up can handle it. ATI got the extension a little later.
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Xgamer4

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #433 on: December 30, 2008, 09:19:42 pm »

It's probably a safe better anything integrated is out of luck, then?
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Savok

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #434 on: December 30, 2008, 10:23:39 pm »

Yes; pretty much anything from the 5000 series and up can handle it. ATI got the extension a little later.
So would my "awful, outdated card," an NVIDIA GeForce FX 5200, work with partial printing?
« Last Edit: December 31, 2008, 12:24:50 am by Savok »
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