Hard Light Productions Forums

General FreeSpace => FreeSpace Discussion => Topic started by: lucianoip on August 07, 2008, 07:12:37 pm

Title: Tips to improve FSO Performance
Post by: lucianoip on August 07, 2008, 07:12:37 pm
Hi guys, I'm getting used to FSO....

For now I see the 3.6.10 has better graphics....but 3.6.9 has good graphics too....

But I'm running an Intel graphics board, with 512 ram....I'm using D3D as some people recomends for Intel Chipsets.... but sometimes the game lags and freezes (for 20-30 seconds sometimes)....specially in battles....

ANy tip to improve performance?

Should I turn all features flags off? Any flag that help me improve performance?

Should I try to run in Open GL?

I already lowered the graphics details in the game optiions....

Thanks
Title: Re: Tips to improve FSO Performance
Post by: Snail on August 07, 2008, 09:47:11 pm
Try Open GL and see what happens.
Title: Re: Tips to improve FSO Performance
Post by: Solatar on August 07, 2008, 10:01:46 pm
I've always had better performance in OpenGL regardless of my processor.
Title: Re: Tips to improve FSO Performance
Post by: Androgeos Exeunt on August 07, 2008, 11:13:28 pm
The developers of FS2_Open have given up on the D3D code, hence it is extremely outdated. Always, always use OpenGL. I had that problem too when I first came to HLP and they told me that.
Title: Re: Tips to improve FSO Performance
Post by: Polpolion on August 07, 2008, 11:58:56 pm
Delete the folder called "media_vps" from your FS2 directory.
Title: Re: Tips to improve FSO Performance
Post by: Androgeos Exeunt on August 08, 2008, 12:31:58 am
Delete the folder called "media_vps" from your FS2 directory.

:wtf:

What does that do?
Title: Re: Tips to improve FSO Performance
Post by: Jeff Vader on August 08, 2008, 02:56:22 am
For now I see the 3.6.10 has better graphics....but 3.6.9 has good graphics too....
It is more related to the MediaVPs, actually. The 3.6.10 Betas (with a proper 3.6.10 build) do look better than the 3.6.8 Zetas (with either the 3.6.9 or a 3.6.10 build).

But I'm running an Intel graphics board, with 512 ram....I'm using D3D as some people recomends for Intel Chipsets.... but sometimes the game lags and freezes (for 20-30 seconds sometimes)....specially in battles....
Eww, Intel... update your graphics drivers from the Intel website. Then switch to OpenGL.

ANy tip to improve performance?

Should I turn all features flags off? Any flag that help me improve performance?
Switch to OpenGL. I get severe performance drops with Direct3D. Concerning flags, you could turn off everything except specular, glow and (if you're running 3.6.9) jpgtga.

Should I try to run in Open GL?
Yes. Benefits of switching from Direct3D to OpenGL include but are not limited to:
- better performance
- less graphical bugs
- working cutscenes
- more respect within this community.

Delete the folder called "media_vps" from your FS2 directory.

:wtf:

What does that do?
Guaranteed to improve performance. Not necessarily a wise thing to do, but if you want results...
Title: Re: Tips to improve FSO Performance
Post by: lucianoip on August 08, 2008, 05:28:46 am
Well, everytime I switch to Open GL, when I try to start a mission the game crashes....I can open the game, navigate in the options, etc...but I cant start a mission....and when it starts, it crashes in the first seconds.....

Playing with 3D3, in the 2nd mission, when I get near the Big meteorite with something built in, the game crashes too....

I installed using that Freespace open installer....so I think everything its up to date...

This is the log I found in the Data folder....

Can anyone help?

Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.10
Passed cmdline options:
  -mod mediavps
Building file index...
Found root pack 'C:\games\freespace2\mediavps\mp-710_adveffects.vp' with a checksum of 0x55caf318
Found root pack 'C:\games\freespace2\mediavps\mp-710_effects.vp' with a checksum of 0xe22bdcc2
Found root pack 'C:\games\freespace2\mediavps\mp-710_models.vp' with a checksum of 0x20b9069a
Found root pack 'C:\games\freespace2\mediavps\mv_adveffects.vp' with a checksum of 0xfeb54970
Found root pack 'C:\games\freespace2\mediavps\mv_core.vp' with a checksum of 0xb6cb1f6a
Found root pack 'C:\games\freespace2\mediavps\mv_effects.vp' with a checksum of 0x1986a43c
Found root pack 'C:\games\freespace2\mediavps\mv_models.vp' with a checksum of 0x2f8a711a
Found root pack 'C:\games\freespace2\mediavps\mv_music.vp' with a checksum of 0xcca92482
Found root pack 'C:\games\freespace2\mediavps\mv_textures.vp' with a checksum of 0x2c43a80e
Found root pack 'C:\games\freespace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'C:\games\freespace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\games\freespace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\games\freespace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\games\freespace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\games\freespace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\games\freespace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\games\freespace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\games\freespace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\games\freespace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\games\freespace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\games\freespace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\games\freespace2\mediavps\' ... 13 files
Searching root pack 'C:\games\freespace2\mediavps\mp-710_adveffects.vp' ... 2063 files
Searching root pack 'C:\games\freespace2\mediavps\mp-710_effects.vp' ... 91 files
Searching root pack 'C:\games\freespace2\mediavps\mp-710_models.vp' ... 31 files
Searching root pack 'C:\games\freespace2\mediavps\mv_adveffects.vp' ... 299 files
Searching root pack 'C:\games\freespace2\mediavps\mv_core.vp' ... 88 files
Searching root pack 'C:\games\freespace2\mediavps\mv_effects.vp' ... 580 files
Searching root pack 'C:\games\freespace2\mediavps\mv_models.vp' ... 399 files
Searching root pack 'C:\games\freespace2\mediavps\mv_music.vp' ... 15 files
Searching root pack 'C:\games\freespace2\mediavps\mv_textures.vp' ... 1526 files
Searching root 'C:\games\freespace2\' ... 3 files
Searching root pack 'C:\games\freespace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'C:\games\freespace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\games\freespace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\games\freespace2\root_fs2.vp' ... 157 files
Searching root pack 'C:\games\freespace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\games\freespace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\games\freespace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\games\freespace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\games\freespace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\games\freespace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\games\freespace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\games\freespace2\warble_fs2.vp' ... 52 files
Found 23 roots and 12530 files.
AutoLang: Language auto-detection successful...
Setting language to English
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
GR_CPU: Family 6, MMX=Yes
Initializing OpenGL graphics device at 1400x1050 with 16-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 5, G: 6, B: 5, depth: 16, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 16, double-buffer: 1
  OpenGL Vendor     : Intel
  OpenGL Renderer   : Intel 915GM
  OpenGL Version    : 1.4.0 - Build 4.14.10.4020

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Unable to find extension "GL_ARB_texture_mirrored_repeat".
  Unable to find extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Unable to find extension "GL_EXT_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Unable to find extension "GL_EXT_framebuffer_object".
  Unable to find extension "GL_NV_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Unable to find extension "GL_EXT_texture_lod_bias".
  Unable to find extension "NV_point_sprite".
  Found special extension function "wglSwapIntervalEXT".

  Max texture units: 8
  Max elements vertices: 1024
  Max elements indices: 1024
  Max texture size: 2048x2048
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windoze reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_flak-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_shockwave-wep.tbm' ...
TBM  =>  Starting parse of 'mv_missiles-wep.tbm' ...
TBM  =>  Starting parse of 'mv_textures-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_turretangle-shp.tbm' ...
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'mv_shockwave-shp.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 5733
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Frame  0 too long!!: frametime = 0.422 (0.422)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Frame  0 too long!!: frametime = 1.423 (1.423)
Frame  0 too long!!: frametime = 0.817 (0.817)
Frame  0 too long!!: frametime = 0.401 (0.401)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particlesmoke01.eff) with 52 frames at 28 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 61 frames at 24 fps.
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 25 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 25 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 4252971066, IBX checksum: 1418599850 -- "warp.pof"
Model warp.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
 128
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
SHOCKWAVE =>  Loading default shockwave model...
Loading model 'shockwave.pof'
IBX: Found a good IBX to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 3823586065, IBX checksum: 4043718586 -- "shockwave.pof"
Model shockwave.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'Training-1.fs2'
Hmmm... Extension passed to mission_load...
Starting mission message count : 205
Ending mission message count : 242
Current soundtrack set to -1 in event_music_reset_choices
Current soundtrack set to -1 in event_music_set_soundtrack
Loading model 'fighter2t-05.pof'
IBX: Found a good IBX to read for 'fighter2t-05.pof'.
IBX-DEBUG => POF checksum: 3069302688, IBX checksum: 4003170198 -- "fighter2t-05.pof"
Model fighter2t-05.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
WARNING: "GTF Myrmidon (fighter2t-05.pof) has a null moment of inertia!" at Ship.cpp:5624
Allocating space for at least 5 new ship subsystems ...  a total of 200 is now available (5 in-use).
WARNING: "GTF Myrmidon (fighter2t-05.pof) has a null moment of inertia!" at Ship.cpp:5624
Freeing all existing models...

Added code tags - Wanderer
Title: Re: Tips to improve FSO Performance
Post by: Androgeos Exeunt on August 08, 2008, 06:32:18 am
Intel?

Have you tried updating your drivers from their website? It worked for me.
Title: Re: Tips to improve FSO Performance
Post by: Jeff Vader on August 08, 2008, 07:02:51 am
That's what I said too. It works surprisingly often.

Well, everytime I switch to Open GL, when I try to start a mission the game crashes....I can open the game, navigate in the options, etc...but I cant start a mission....and when it starts, it crashes in the first seconds.....

Playing with 3D3, in the 2nd mission, when I get near the Big meteorite with something built in, the game crashes too....

I installed using that Freespace open installer....so I think everything its up to date...

This is the log I found in the Data folder....

Can anyone help?
*snip*
(Psst. Use the "code" tag.)
Title: Re: Tips to improve FSO Performance
Post by: Wanderer on August 08, 2008, 03:04:00 pm
16 bit color :wtf: ?... Well.. if you really really like it that way...
Title: Re: Tips to improve FSO Performance
Post by: Jeff Vader on August 08, 2008, 06:19:51 pm
Many people seem to like it. Can't understand why...  :sigh:

Edit:
I'm using D3D as some people recomends for Intel Chipsets...
1. We don't recommend Direct3D anymore. Mainly because the new drivers from Intel should properly support OpenGL.
2. Chipset is not the same thing as graphics card/chip. Necessarily.
Title: Re: Tips to improve FSO Performance
Post by: WMCoolmon on August 08, 2008, 09:00:24 pm
We don't recommend Direct3D anymore. Mainly because the new drivers from Intel should properly support OpenGL.

It's also broken and unlikely to be fixed anytime soon, as it forces the team to split resources adding every single graphics feature twice. With shaders, the difficulty is only going to be compounded, unless there's some way to make Direct3D understand GLSL. In which case you're back to the twice-as-much-work thing...

So unless you know for sure that there's no way to play in OpenGL, you're much better off reporting the problem and trying to get it working again. Otherwise you'll find that in 3.6.10 or so, D3D won't work at all and you'll have to start at the beginning (reporting the bug) to get it working again.

Just to reiterate, Direct3D is at this point considered broken and doesn't have any coder working on fixing it - it should be considered a temporary solution at best.
Title: Re: Tips to improve FSO Performance
Post by: Androgeos Exeunt on August 09, 2008, 12:06:33 am
It worked for two seconds in my case. :p
Title: Re: Tips to improve FSO Performance
Post by: Jeff Vader on August 09, 2008, 03:24:42 am
We don't recommend Direct3D anymore. Mainly because the new drivers from Intel should properly support OpenGL.

It's also broken and unlikely to be fixed anytime soon, as it forces the team to split resources adding every single graphics feature twice. With shaders, the difficulty is only going to be compounded, unless there's some way to make Direct3D understand GLSL. In which case you're back to the twice-as-much-work thing...

So unless you know for sure that there's no way to play in OpenGL, you're much better off reporting the problem and trying to get it working again. Otherwise you'll find that in 3.6.10 or so, D3D won't work at all and you'll have to start at the beginning (reporting the bug) to get it working again.

Just to reiterate, Direct3D is at this point considered broken and doesn't have any coder working on fixing it - it should be considered a temporary solution at best.
I know. Pardon if I expressed it a bit unclearly but for a long time the two "Solution: The game doesn't start" threads advised Intel graphics card users to just give up and try to play in Direct3D because the drivers sucked. Now that there are newer drivers, there is a mentioning that Intel graphics card users should try to update the drivers and see if they can play in OpenGL after that. If not, then it sucks to be them and they'll have to stick to 3.6.9 and Direct3D.
Title: Re: Tips to improve FSO Performance
Post by: Androgeos Exeunt on August 09, 2008, 07:22:22 am
I know. Pardon if I expressed it a bit unclearly but for a long time the two "Solution: The game doesn't start" threads advised Intel graphics card users to just give up and try to play in Direct3D because the drivers sucked. Now that there are newer drivers, there is a mentioning that Intel graphics card users should try to update the drivers and see if they can play in OpenGL after that. If not, then it sucks to be them and they'll have to stick to 3.6.9 and Direct3D.

There are two threads? :wtf:
Title: Re: Tips to improve FSO Performance
Post by: Jeff Vader on August 09, 2008, 08:46:00 am
Quite so, dear Exeunt. One here and one on the Support board. The only difference is that no one has replied to the one on the Support board. Ever.
Title: Re: Tips to improve FSO Performance
Post by: Androgeos Exeunt on August 10, 2008, 03:20:20 am
People usually find the General FreeSpace Discussion board easier to find, for whatever reason.
Title: Re: Tips to improve FSO Performance
Post by: Jeff Vader on August 10, 2008, 03:38:03 am
Well, it is the second board from the top. And maybe General FreeSpace Discussion sounds appealing. Oh well.
Title: Re: Tips to improve FSO Performance
Post by: Excalibur on August 10, 2008, 06:26:48 pm
Update your graphics card drivers, even if it is some crappy old NVIDA GeForce 2, like what mine seems to be. Make sure you have admin access when installing and changing some settings. Don't use the debug version, if you are and haven't tried the other one yet.

Actually, I think I had a problem like this once, though it may not have been the same.