Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: FreeSpaceFreak on November 07, 2008, 02:13:25 am

Title: How to get the most performance-wise out of FSO?
Post by: FreeSpaceFreak on November 07, 2008, 02:13:25 am
Imagine: you've just switched to a 3.6.10 build and downloaded the latest MediaVPs. Not the AdvEffects, because you know that most computers, including yours, can't handle normal maps and AdvEffects at the same time. Still, you notice that your FPS count is now half of what you had before, and it easily drops to the point where you can "count the frames". It's not that bad, but annoying nonetheless.

So, which are the small things (e.g. motion debris on/off?, 2d/3d shockwave?, lighting to missiles?) that can be changed to increase FPS count to "safer" heights?
Title: Re: How to get the most performance-wise out of FSO?
Post by: Jeff Vader on November 07, 2008, 02:17:01 am
Environment mapping?

Also, it is good to concider the fact that the 3.6.10 Beta asteroids are true performance killers, but that will be fixed with the final release.
Title: Re: How to get the most performance-wise out of FSO?
Post by: FreeSpaceFreak on November 07, 2008, 03:10:57 am
So...
Title: Re: How to get the most performance-wise out of FSO?
Post by: Vasudan Admiral on November 07, 2008, 03:31:33 am
The next release is just a couple of days away now, and the standard package should provide _massive_ performance gains over previous sets. You'd probably also want to switch to 3d shockwaves, as the low end 3d shockwave is the most efficient.

We'll explain more about the new structure in the release thread. :)

What are your machine specs btw?

As for the specifics:
-> Env mapping is more of a drain than spec, and requires spec to be enabled in order to work. Turn off env long before you consider turning off spec.
-> The most widely recognised big beautiful blue 3d shockwave currently out is the least efficient of the lot unfortunately, with a simple model and static texture being the most efficent.
-> lighting on missiles shouldn't really make a difference, but yeah you may as well.
-> Motion debris is fine - turning it off will only make it harder to 'feel' your motion in space and won't affect your framerate.
-> We'd need to see your command lines to be able to advise you of any other things.
Title: Re: How to get the most performance-wise out of FSO?
Post by: FreeSpaceFreak on November 07, 2008, 04:19:14 am
I'm only using MV_Assets so far, and I get about 30FPS usually. Command line ATM:

Code: [Select]
-mod mediavps -glow -mipmap -nomotiondebris -normal -dualscanlines -orbradar -rearm_timer -ship_choice_3d -warp_flash -snd_preload -fps  -no_emissive_light -spec_exp 16 -spec_point 0.6 -fov .37 -ogl_spec 100
Relevant (I think) PC specs:

Intel Penryn Pro T9300
2 Gb internal
NVIDIA FX570M-256 MB

But I think it would be nice to make this a thread where everyone with performance problems can come and have a look, like "How to get the most graphics-wise out of FSO" in the FSUpgrade forum.
Title: Re: How to get the most performance-wise out of FSO?
Post by: Vasudan Admiral on November 07, 2008, 04:43:50 am
Is there any noticable difference with -mipmap on vs off?
Title: Re: How to get the most performance-wise out of FSO?
Post by: FreeSpaceFreak on November 07, 2008, 05:30:43 am
With mipmaps turned off, it seems to be a little bit slower... Could be just me, though.

And what does spec do, apart from supporting env?
Title: Re: How to get the most performance-wise out of FSO?
Post by: Vasudan Admiral on November 07, 2008, 06:21:20 am
-spec is the command to turn on specular mapping, which is what makes ship surfaces shine when lit from the right angles.

Specifically in this case it turns off the use of specular maps - extra textures in the MVPs that define how the surfaces on the texture react to light.
Title: Re: How to get the most performance-wise out of FSO?
Post by: FreeSpaceFreak on November 08, 2008, 02:38:25 am
Oh, so that's how the suface lights up with an explosion nearby... That's definitely a keeper.
Title: Re: How to get the most performance-wise out of FSO?
Post by: Vasudan Admiral on November 08, 2008, 10:26:00 am
No -spec is more for sun related aspects of lighting, though shine maps do affect what you see when an explosion lights it up. Go into the ship lab (press F3 from the main hall) and look at...pretty much any ship. Open the render options pannel and turn specular off and on. The difference should be very noticable. :)
Title: Re: How to get the most performance-wise out of FSO?
Post by: bizzybody on November 11, 2008, 08:19:05 pm
NVIDIA FX570M-256 MB

That uses the G84GL core, same as in the Quadro FX1700 (with 512M RAM)- derived from the GeForce 8600. The GeForce 9xxx and GTX-200 (GeForce 10xxx) have come along since.

The 8600 is a mid-range 8xxx series chip, thus the Quadro version has similar limitations, narrower memory bus than the older 7900GS and fewer stream processors than the higher end 8xxx chips.

For games, a GeForce 8600 would probably work better than the Quadro version you have, because the drivers are optimized for general use and games VS the type of stuff a 3D workstation is used for.

In other words, you don't get what you don't pay for. ;) (My PC has a 7300GS, it's... adequate but not so much better than the 6200 it replaced.)

http://en.wikipedia.org/wiki/GeForce

http://en.wikipedia.org/wiki/Quadro

http://www.phoronix.com/scan.php?page=article&item=nvidia_workstation_perf&num=1

P.S. Oh, FX570M Laptop eh? Doesn't happen to be one with an upgradeable videoboard?

Title: Re: How to get the most performance-wise out of FSO?
Post by: FreeSpaceFreak on November 12, 2008, 08:37:30 am
Dunno. I don't have the money to pay for it, anyway :p

The difference with -spec on/off is very noticeable indeed.

The next release is just a couple of days away now, and...
What does that mean? ;)
Title: Re: How to get the most performance-wise out of FSO?
Post by: Vasudan Admiral on November 12, 2008, 08:52:52 am
Well by my judgement it would have been out a few days ago. :\
Everyone on the team has to agree with that sentiment before we do release though - which is the tricky bit I'm finding.