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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 373366 times)

Baughn

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #465 on: December 31, 2008, 09:00:45 pm »

It could be because of the libstdc++ thing. Toady really ought to get an older linux distribution to compile on...
« Last Edit: December 31, 2008, 09:03:10 pm by Baughn »
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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 #466 on: December 31, 2008, 09:40:44 pm »

I've fixed ubersoldat's problem (it /was/ my fault, after all - I was overcorrecting the texture coordinates, and the problem just didn't show up on most hardware), and while I was at it, the LINEAR texture parameter is supported again. d6 should be fun.
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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 #467 on: December 31, 2008, 09:50:02 pm »

Since you're the one developing the opengl engine at the moment, Baughn, do you have idea what an ideal ratio between the FPS cap and GFPS cap should be? Or would it vary too much between any given set of hardware for there to be a meaningful answer?
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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 #468 on: December 31, 2008, 09:56:53 pm »

There is no ideal ratio; it depends entirely on your preferences.

The way it's programmed, /when it works/ (eg. in d6), it'll do at least one frame of simulation per graphical frame, or the other way around, if it's having trouble hitting the cap - you'll never see starvation of one or the other.

That said, in my experience anything above 20 GFPS is a waste; I don't notice the difference. This obviously won't be the case if you use the texture mouse, mind you.

Also, graphical frames may be cheaper, but they aren't free.. well, basically all the same rules that applied to 40d1 should apply to 40d6.
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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 #469 on: December 31, 2008, 09:58:32 pm »

Oh, but you should never set G_FPS above your monitor's framerate - preferably set it a bit lower - otherwise it'll start blocking in the flip_buffers call and you won't get the speed you could otherwise get. You can't get more frames per second than your monitor can display anyway.

The default of 50 is, by the way, low enough never to be too high in this respect.
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Ubersoldat

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #470 on: December 31, 2008, 10:45:54 pm »

What's funny is that updating my drivers fixed my problem, as I sort of suspected. Oh well, hopefully some good came out of it in the end.
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bhelyer

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #471 on: December 31, 2008, 10:49:48 pm »

It could be because of the libstdc++ thing. Toady really ought to get an older linux distribution to compile on...

The thought had crossed my mind. I think we're both on 8.10, so libstdc++ should be the same, but I think it probably is some oddity of my environment. I just can't get it to reproduce (though it happens often enough), so I guess I'll just have to live with it, for the moment.
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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 #472 on: January 01, 2009, 02:36:01 am »

Thanks for all the information Baughn. And for all the effort you are putting into this. And to Toady, of course for working over time this month on df.
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thobal

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #473 on: January 01, 2009, 02:36:39 am »

I'm getting 100-300 FPS where I used to get about 70

The only problems I've encountered in my admittedly brief run was slow response from the HOME-END PGUP-PGDW keys that I use to scroll fast.

Oh, and Happy New Year everybody!
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Serjndestroy

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #474 on: January 01, 2009, 03:37:10 am »

Woohoo, awesomeness! I can finally play DF again :D
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Taniec

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #475 on: January 01, 2009, 07:25:15 am »

I have yet to start testing this out; but with partial print off the game loads fine and with partial print on the window opens up and just remains black causing me to alt-ctrl-del to exit the program.

With 40d, the game loaded up just fine with partial print on.
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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 #476 on: January 01, 2009, 08:30:26 am »

The window remaining black is a known (and fixed) problem, but.. have you tried typing in a quit command blindly?
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d64

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #477 on: January 01, 2009, 09:05:48 am »

I used to have the blurry characters problem in regular 40d. It was fixed by going into the ATI control panel and setting the filtering options to "app control".
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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 #478 on: January 01, 2009, 09:11:55 am »

Right. Without that, it was probably using linear filtering where it was supposed to use nearest.

Mind you, that was still buggy, the bug just doesn't trigger for most people, seemingly.. you wouldn't have that problem with d6.
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Volfram

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Re: Future of the fort: Help test the output code for the next version of DF
« Reply #479 on: January 01, 2009, 11:47:37 am »

Sorry, your community's quality just dropped.(I joined it.)

Enabling Partial Print causes the screen not to be drawn(the draw function doesn't get called.  At all.), and seems to cause DF not to accept inputs, either.

Graphics: Intel GMA 945 Extreme
OS: Microsoft Windows Vista Home Basic, most up-to-date.

That should be all of the relevant system specs.  I didn't find any settings in the Init file to enable the new OGL renderer, so I assume it's simply always on.

Game works as normal when Partial print is disabled, but that makes my framerate suck, so I've been keeping PP on since it was introduced.
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Yes, actually, I am trying to get myself banned.  I wish Toady would quit working on this worthless piece of junk and go back to teaching math.
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