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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: Bobboau on March 12, 2005, 05:06:18 pm

Title: thruster optomiseation
Post by: Bobboau on March 12, 2005, 05:06:18 pm
http://freespace.volitionwatch.com/blackwater/fs2_open_Bobboau_3-12-05.zip

I would like someone to make/find a model with the most absurd number of thrusters on it posable, then fill a mission with as many as you can, and then run any of the recent (last week or two) builds, note your framerate, then run this build, note your frame rate, finaly come back here report your findings.
Title: thruster optomiseation
Post by: FireCrack on March 12, 2005, 05:35:38 pm
By thrusters to you mean engine subsystems or actual enging glowpoint thrusters?
Title: thruster optomiseation
Post by: Bobboau on March 12, 2005, 05:42:43 pm
glowy things
Title: thruster optomiseation
Post by: Psychonaut on March 12, 2005, 06:54:08 pm
I didn´t do exactly, what you said (wrote), but i just  tried "surrender bellisarius", which gave me 100 - 120 FPS most of the time using "older" builds like your WM-build. With the new one i have 25-30 FPS each time i have two or more ships in my reticle. This means a framerate drop to 25%. I am using Cat 4.3. Maybe it´s really an ATI specific problem. Aren´t there any NVidia guys out there, who can confirm this?
Title: thruster optomiseation
Post by: Bobboau on March 12, 2005, 07:03:46 pm
the wepon model build isn't recent enough.

try useing this one
http://fs2source.warpcore.org/exes/latest/C03122005.zip

an actual mission with fighting and stuff is going to have too many things going on to tell if this specific change is working or not, and if there arn't a lot of ships the diference will be too small to notice.
Title: thruster optomiseation
Post by: Nuke on March 13, 2005, 12:09:25 am
pf chimera has 10 thrusterpoints. id sugest making a mission for nukemod with about 50 of the little suckers. the way the things handel should make for an intresting furball :D
Title: thruster optomiseation
Post by: Descenter on March 13, 2005, 05:02:36 pm
Quote
the wepon model build isn't recent enough.


So does that mean that the weapon model bulid is included in the recent "Tri-Build"?
Title: thruster optomiseation
Post by: Psychonaut on March 13, 2005, 05:35:14 pm
But the weapon model build is fast an stable, much faster than all recent builds i´ve tested in the last four weeks. Ah...ok.. i think you opened this thread to test your new feature, so don´t take care of me ;-)
Title: thruster optomiseation
Post by: Bobboau on March 13, 2005, 06:21:53 pm
HENCE ME TRYING TO MAKE THE NEWR BUILDS FASTER
Title: thruster optomiseation
Post by: Psychonaut on March 14, 2005, 01:00:20 pm
Mhhh... i really know what you´ve done (and you are doing) to the community. So what i´ve said was not to critizise you, it is just my opinion. I meant it, when i said "don´t take care of me" or maybe better "don´t take attention of my post" (english is not my native language)
Title: thruster optomiseation
Post by: Bobboau on March 14, 2005, 04:25:34 pm
ok first off I didn't realize that was in caps when I wrote it out, so I didn't intend to yell, the point of this thread is an atempt to address the recent slowdown that has been plageing recent builds, so your telling me that the weapon model build is better doen't help me any, becase I know this, I'm trying to corect the problem in all recent builds.

second, I just want someone to do a simple couple of tests, to see how much if any benefit my new geometry batcher is dooing. just someone, anyone who has a working version of Fred plop in about a hundred (/*thinks of a ship with a lot of thrusters*/) tritons all lined up in the same general direction and in a positon were you can see all of them at the same time from behind. use my new build and tell me what the diference between it and any other build relesed in the last week or two (like this one (http://fs2source.warpcore.org/exes/latest/C03122005.zip)) is, imy new build should be faster at least by a bit.

further, I have another new build
http://freespace.volitionwatch.com/blackwater/fs2_open_Bobboau_3-14-05.zip
wich should have better performence in combat (made some improvements with the laser rendering code.)
Title: thruster optomiseation
Post by: Omniscaper on March 14, 2005, 05:51:25 pm
This latest build crashes at start up for me. Missing vorbis er somthing/
Title: thruster optomiseation
Post by: WMCoolmon on March 14, 2005, 06:03:04 pm
Make sure you're not using OGL, Bobb's builds often dislike it.
Title: thruster optomiseation
Post by: Bobboau on March 14, 2005, 06:20:11 pm
no it's those damned vorbis dlls he's haveing problems with.

I have yet another build, this one has particles sped up quite a bit, this should make for far more reliable framerates in mission, it isn't perfict though. but do tell me if frame rates seem to be moveing in the right direction.
http://freespace.volitionwatch.com/blackwater/fs2_open_Bobboau_3-14-05a.zip
Title: thruster optomiseation
Post by: Bobboau on March 14, 2005, 06:24:20 pm
try these dlls.
Title: thruster optomiseation
Post by: taylor on March 14, 2005, 07:50:02 pm
Quote
Originally posted by Bobboau
no it's those damned vorbis dlls he's haveing problems with.

Can't remember if anyone else asked or not but why don't you just static link it?  There's no license issue with that and it saves you from giving out the dlls.
Title: thruster optomiseation
Post by: Bobboau on March 15, 2005, 08:13:15 pm
well, I sure do hope what I did helped things cause its'a go'n in.

thanks alot guys, realy. nice to know you can be depended on :).
Title: thruster optomiseation
Post by: Vasudan Admiral on March 15, 2005, 11:33:35 pm
I would have tested this sooner, but i was flooded with work. Finally got to test it and i have only one thought on the matter:
:jaw:

I put 30 high poly tritons into one mission - which adds up to 179070 polys visible at one point in time, and 510 glowpoints all visible to the player. The triton also uses a 2048x2048 res texture, along with 1024 res glowmaps and shinemaps.

The C03122005 build managed to average about 10-15FPS. This would drop right down to 2FPS when particles are displayed in force (strafing a hull).

Your 3-14-05a build managed to average 80-90 FPS. Even with particles. That's a hands down success right there. :D

Congratulations man. :yes:
Title: thruster optomiseation
Post by: Bobboau on March 16, 2005, 09:13:28 am
well then, good :)
thank you!
this is in CVS, so you can look forward to this in all future builds.
Title: thruster optomiseation
Post by: Blitzerland on March 17, 2005, 10:29:20 pm
Wow, that sounds...amazing. Gotta try this.
Title: thruster optomiseation
Post by: Deepblue on March 17, 2005, 10:54:23 pm
*downloads*
Title: thruster optomiseation
Post by: Bobboau on March 17, 2005, 11:00:56 pm
:doubt: :eek2: people are testing it.. :wtf:

...welll, you all seeing similar results?
Title: thruster optomiseation
Post by: Omniscaper on March 17, 2005, 11:08:02 pm
I'm getting near 120fps in 20 fighter furballs. The inclusion of the 24 rotating turret BSG drops performance to 10 fps.
Title: thruster optomiseation
Post by: Bobboau on March 17, 2005, 11:14:00 pm
is that better or worse than before?
you mentioned there were problems with the turrets.

and you are useing th 05a build, right?
Title: thruster optomiseation
Post by: deep_eyes on March 24, 2005, 09:05:37 am
where does these DLL's go?
Title: thruster optomiseation
Post by: Grug on March 24, 2005, 09:09:02 am
Usually just in the same place as the exe.
Title: thruster optomiseation
Post by: Trivial Psychic on March 28, 2005, 12:25:02 pm
I figured I'd post this here, since this is the latest thead started by Bob in the new builds subforum.  I was playing around with external weapons yesterday and noticed that when it comes to how many missiles to display externally, the code seems to override bank cappacity in favor of number of firepoints.  Basically, I've got an Apollo with an external bank with 3 firepoints (1st under centerline, 1 under each nacelle).  I've got bank cappacity set so that it can carry either 3 MX-50's or 1 Phoenix V, but if I set a Phoenix as the loadout for that bank, it renders one on all 3 firepoints.  Obviously, that shouldn't happen.  Displayed external secondary weapons should match the cappacity of that bank (unless, the cappacity for a selected secondary exceeds the number of firepoints for that bank), starting on the 1st firepoint in that bank.  I haven't tested this with WMCoolmon's "ex" build yet, but I thought I'd post this here before I forgot.

Despite this, it did work, and it was the first time I got bank-specific loadouts to function properly.
Title: thruster optomiseation
Post by: Bobboau on March 29, 2005, 08:01:56 am
were you useing the first build in that thread or the later one that was suposed to fix this?
Title: thruster optomiseation
Post by: Trivial Psychic on March 29, 2005, 07:45:04 pm
That was using your March 12 build.  I think I also tested it with WMCoolmon's March 18th build.  I'll try it with your 14a build and WMC's ex build tonight.