Hard Light Productions Forums

General FreeSpace => FreeSpace & FreeSpace Open Support => Topic started by: garffenator on May 16, 2013, 05:00:40 am

Title: Poor Framerate When Viewing Light Objects
Post by: garffenator on May 16, 2013, 05:00:40 am
All right, this is getting to be downright annoying. Whenever I view a light object, FSO slows down for several seconds. The worst is when I'm right behind a ship (such as in a dogfight) and there is damage lightning/fire coming from it. Having that in my viewer just slows everything down and makes it impossible to get off a clean shot. I've tried reducing the lighting settings, I've tried running in a window, I've tried shutting off the HUD head pop-ups, I've tried disabling light shafts and GLSL, all to no avail. I'm not running the MediaVPs or anything like that, and I've scoured this forum and all other internet sources for problems even remotely similar to mine and haven't found a solution.  :banghead: I don't know what more I can do.
I tried to run in debug mode according to the instructions here, but that was even worse, because instead of loading the mission, this whole thing came up:

Assert: (this_loadout_weapons[slot->wep[j]] >= 0)
File: missionscreencommon.cpp
Line: 1118
Attempting to restore the previous missions loadout has resulted in an invalid number of weapons available

ntdll.dll! NtWaitForSingleObject + 12 bytes
KERNELBASE.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_18_DEBUG_NO-SSE.exe! SCP_DumpStack + 354 bytes
fs2_open_3_6_18_DEBUG_NO-SSE.exe! WinAssert + 238 bytes
fs2_open_3_6_18_DEBUG_NO-SSE.exe! wss_maybe_restore_loadout + 1216 bytes
fs2_open_3_6_18_DEBUG_NO-SSE.exe! common_select_init + 316 bytes
fs2_open_3_6_18_DEBUG_NO-SSE.exe! brief_init + 508 bytes
fs2_open_3_6_18_DEBUG_NO-SSE.exe! game_enter_state + 663 bytes
fs2_open_3_6_18_DEBUG_NO-SSE.exe! gameseq_set_state + 310 bytes
fs2_open_3_6_18_DEBUG_NO-SSE.exe! game_process_event + 318 bytes
fs2_open_3_6_18_DEBUG_NO-SSE.exe! gameseq_process_events + 152 bytes
fs2_open_3_6_18_DEBUG_NO-SSE.exe! game_main + 782 bytes
fs2_open_3_6_18_DEBUG_NO-SSE.exe! WinMain + 330 bytes
fs2_open_3_6_18_DEBUG_NO-SSE.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_6_18_DEBUG_NO-SSE.exe! WinMainCRTStartup + 15 bytes
KERNEL32.dll! BaseThreadInitThunk + 14 bytes
ntdll.dll! RtlInitializeExceptionChain + 133 bytes
ntdll.dll! RtlInitializeExceptionChain + 88 bytes

This only happened once I was in debug mode. As for the debug log itself, I tried to find it in the "data" folder and only came up with the three things included in this post as attachments.

Any help would be greatly appreciated, as FSO is awesome and needs to be played!


[attachment deleted by ninja]
Title: Re: Poor Framerate When Viewing Light Objects
Post by: garffenator on May 16, 2013, 05:04:37 am
I also wanted to mention that the framerate goes back to normal whenever I'm not looking directly at the light source. Also, the framerate seems to slow down a bit when new ships warp in and when new dialogue comes up, but it only lasts for a couple of seconds. The damage lightning one stays slow as long as I'm in close proximity to it, however. There are other occasional slowdowns that are seemingly random and also last a couple of seconds, causing the game to become choppy. Very annoying.
Title: Re: Poor Framerate When Viewing Light Objects
Post by: General Battuta on May 16, 2013, 09:29:33 am
The fs2_open.log file is the debug log.

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 2 Open version: 3.6.18.9546
Passed cmdline options:
  -window
Building file index...
Found root pack 'C:\GOG Games\Freespace 2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\GOG Games\Freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\GOG Games\Freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\GOG Games\Freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\GOG Games\Freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\GOG Games\Freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\GOG Games\Freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\GOG Games\Freespace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\GOG Games\Freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\GOG Games\Freespace 2\' ... 53 files
Searching root pack 'C:\GOG Games\Freespace 2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\GOG Games\Freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\GOG Games\Freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\GOG Games\Freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\GOG Games\Freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\GOG Games\Freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\GOG Games\Freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\GOG Games\Freespace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\GOG Games\Freespace 2\warble_fs2.vp' ... 52 files
Found 10 roots and 7048 files.
Setting language to English
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX enabled: NO
  Playback device: Generic Software on Speakers and Headphones (IDT High Definition Audio CODEC)
  Capture device: Internal Mic (IDT High Definiti
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1024x768 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  OpenGL Vendor    : ATI Technologies Inc.
  OpenGL Renderer  : AMD Radeon HD 7420G
  OpenGL Version   : 4.2.11764 Compatibility Profile Context

  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".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_ARB_shader_texture_lod".
  Using extension "GL_ARB_texture_float".
  Using extension "GL_ARB_draw_elements_base_vertex".
  Found special extension function "wglSwapIntervalEXT".

Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Depth-blended Particles
Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Distorted Particles

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16777215
  Max texture size: 16384x16384
  Max render buffer size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: NO
  Using trilinear texture filter.
  OpenGL Shader Version: 4.20
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
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.
Dutifully ignoring the extra sound values for retail sound 36, 'l_hit.wav'...
Dutifully ignoring the extra sound values for retail sound 37, 'm_hit.wav'...
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TABLES => Unable to find 'colors.tbl'. Initialising colors with default values.
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
TABLES => Starting parse of 'mainhall.tbl.
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 189
TrackIR Init Failed - 1
MVE: Buffer underun (First is normal)
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'hammer.pcx'
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)
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 ==================
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer.pcx'
ANI 2_Loading with size 824x43 (32.8% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
Loading warp model
 -1
SHOCKWAVE =>  Loading default shockwave animation...
SHOCKWAVE =>  Default animation load: SUCCEEDED!!
MISSION LOAD: 'SM1-01.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer.pcx'
Starting mission message count : 205
Ending mission message count : 246
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter2t-05.pof'
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Animated Effects
IBX: Found a good IBX to read for 'fighter2t-05.pof'.
IBX-DEBUG => POF checksum: 0x43698f32, IBX checksum: 0x4ec46927 -- "fighter2t-05.pof"
Submodel 'fighter2t-05b' is detail level 1 of 'fighter2t-05a'
Submodel 'fighter2t-05c' is detail level 2 of 'fighter2t-05a'
Submodel 'fighter2t-05d' is detail level 3 of 'fighter2t-05a'
Submodel 'thruster04b' is detail level 1 of 'thruster04a'
Submodel 'thruster04c' is detail level 2 of 'thruster04a'
Submodel 'thruster02b' is detail level 1 of 'thruster02a'
Submodel 'thruster02c' is detail level 2 of 'thruster02a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Submodel 'thruster03b' is detail level 1 of 'thruster03a'
Submodel 'thruster03c' is detail level 2 of 'thruster03a'
Loading model 'freighter04.pof'
IBX: Found a good IBX to read for 'freighter04.pof'.
IBX-DEBUG => POF checksum: 0xf7f327c9, IBX checksum: 0xa0920028 -- "freighter04.pof"
Submodel 'freighter04b-hull' is detail level 1 of 'freighter04a-hull'
Submodel 'freighter04c-hull' is detail level 2 of 'freighter04a-hull'
Submodel 'freighter04d-hull' is detail level 3 of 'freighter04a-hull'
Loading model 'capital2V-01.pof'
Potential problem found: Unrecognized subsystem type 'reactor', believed to be in ship capital2V-01.pof
Potential problem found: Unrecognized subsystem type 'bridge', believed to be in ship capital2V-01.pof
Potential problem found: Unrecognized subsystem type 'fighterbay01', believed to be in ship capital2V-01.pof
Potential problem found: Unrecognized subsystem type 'fighterbay02', believed to be in ship capital2V-01.pof
IBX: Found a good IBX to read for 'capital2V-01.pof'.
IBX-DEBUG => POF checksum: 0x3bf5b85e, IBX checksum: 0xa18d98d6 -- "capital2V-01.pof"
Submodel 'capital2v-01b' is detail level 1 of 'capital2v-01a'
Submodel 'capital2v-01c' is detail level 2 of 'capital2v-01a'
Submodel 'capital2v-01d' is detail level 3 of 'capital2v-01a'
Loading model 'fighter2v-01.pof'
IBX: Found a good IBX to read for 'fighter2v-01.pof'.
IBX-DEBUG => POF checksum: 0x171eca80, IBX checksum: 0xdc2c7be3 -- "fighter2v-01.pof"
Submodel 'fightv01d' is detail level 3 of 'fightv01a'
Submodel 'fightv01c' is detail level 2 of 'fightv01a'
Submodel 'fightv01b' is detail level 1 of 'fightv01a'
Submodel 'thruster02c' is detail level 2 of 'thruster02a'
Submodel 'thruster02b' is detail level 1 of 'thruster02a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Loading model 'corvette2t-01.pof'
IBX: Found a good IBX to read for 'corvette2t-01.pof'.
IBX-DEBUG => POF checksum: 0x9473f5b8, IBX checksum: 0x8b1fba7f -- "corvette2t-01.pof"
Submodel 'tcorvettec' is detail level 2 of 'tcorvettea'
Submodel 'tcorvetteb' is detail level 1 of 'tcorvettea'
Submodel 'tcorvetted' is detail level 3 of 'tcorvettea'
Loading model 'fighter06.pof'
IBX: Found a good IBX to read for 'fighter06.pof'.
IBX-DEBUG => POF checksum: 0x6ae05668, IBX checksum: 0x611d5d12 -- "fighter06.pof"
Submodel 'fighter06b' is detail level 1 of 'fighter06a'
Submodel 'fighter06c' is detail level 2 of 'fighter06a'
Submodel 'fighter06d' is detail level 3 of 'fighter06a'
Submodel 'thruster02b' is detail level 1 of 'thruster02a'
Submodel 'thruster02c' is detail level 2 of 'thruster02a'
Submodel 'thruster04b' is detail level 1 of 'thruster04a'
Submodel 'thruster04c' is detail level 2 of 'thruster04a'
Submodel 'thruster03b' is detail level 1 of 'thruster03a'
Submodel 'thruster03c' is detail level 2 of 'thruster03a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Allocating space for at least 5 new ship subsystems ...  a total of 200 is now available (5 in-use).
OpenGL: Created 512x512 FBO!
=================== STARTING LEVEL DATA LOAD ==================
Loading model 'support2t-01.pof'
IBX: Found a good IBX to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0xdb916bfd, IBX checksum: 0x7528be77 -- "support2t-01.pof"
Submodel 'bodyb' is detail level 1 of 'bodya'
Submodel 'bodyc' is detail level 2 of 'bodya'
Submodel 'bodyd' is detail level 3 of 'bodya'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Submodel 'thruster02b' is detail level 1 of 'thruster02a'
Submodel 'thruster02c' is detail level 2 of 'thruster02a'
Submodel 'thruster03b' is detail level 1 of 'thruster03a'
Submodel 'thruster03c' is detail level 2 of 'thruster03a'
Loading model 'support2v-01.pof'
IBX: Found a good IBX to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0xb4ca2191, IBX checksum: 0x51e516f8 -- "support2v-01.pof"
Submodel 'hercb' is detail level 1 of 'herca'
Submodel 'hercc' is detail level 2 of 'herca'
Submodel 'hercd' is detail level 3 of 'herca'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Allocating space for at least 186 new ship subsystems ...  a total of 400 is now available (40 in-use).
About to page in ships!
ANI shield-f06 with size 112x93 (27.3% wasted)
ANI shieldft-05 with size 112x93 (27.3% wasted)
ANI shieldfv-01 with size 112x93 (27.3% wasted)
Loading model 'hornet.pof'
IBX: Found a good IBX to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x57350658, IBX checksum: 0x3003360c -- "hornet.pof"
Submodel 'realhornet-b' is detail level 1 of 'realhornet-a'
Submodel 'realhornet-c' is detail level 2 of 'realhornet-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'rockeye.pof'
IBX: Found a good IBX to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0xf180b177, IBX checksum: 0xaef8ed0d -- "rockeye.pof"
Submodel 'rockeye-b' is detail level 1 of 'rockeye-a'
Submodel 'rockeye-c' is detail level 2 of 'rockeye-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'Tempest.pof'
IBX: Found a good IBX to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0x99e70c37, IBX checksum: 0xbd8cc4c7 -- "Tempest.pof"
Submodel 'realtempest-b' is detail level 1 of 'realtempest-a'
Submodel 'realtempest-c' is detail level 2 of 'realtempest-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'NewHornet.pof'
IBX: Found a good IBX to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x0f07cd0b, IBX checksum: 0x85374d0b -- "NewHornet.pof"
Submodel 'realhornet-b' is detail level 1 of 'realhornet-a'
Submodel 'realhornet-c' is detail level 2 of 'realhornet-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'bombardier.pof'
IBX: Found a good IBX to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x99891c8b, IBX checksum: 0x603eded0 -- "bombardier.pof"
Submodel 'realhornet-b' is detail level 1 of 'realhornet-a'
Submodel 'realhornet-c' is detail level 2 of 'realhornet-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'crossbow.pof'
IBX: Found a good IBX to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x32caa81e, IBX checksum: 0xfec4cef3 -- "crossbow.pof"
Submodel 'realcrossbow-b' is detail level 1 of 'realcrossbow-a'
Submodel 'realcrossbow-c' is detail level 2 of 'realcrossbow-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'piranha.pof'
IBX: Found a good IBX to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0x8075cf85, IBX checksum: 0x94d3279a -- "piranha.pof"
Submodel 'piranhareal-b' is detail level 1 of 'piranhareal-a'
Submodel 'piranhareal-c' is detail level 2 of 'piranhareal-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'cmeasure01.pof'
IBX: Found a good IBX to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0xe5f32533, IBX checksum: 0xe25c8e00 -- "cmeasure01.pof"
Loading model 'harbinger.pof'
IBX: Found a good IBX to read for 'harbinger.pof'.
IBX-DEBUG => POF checksum: 0x7e70c4bf, IBX checksum: 0x04b4b4da -- "harbinger.pof"
Submodel 'realharbinger-b' is detail level 1 of 'realharbinger-a'
Submodel 'realharbinger-c' is detail level 2 of 'realharbinger-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'debris01.pof'
IBX: Found a good IBX to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x0cb49c79 -- "debris01.pof"
Loading model 'debris02.pof'
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
IBX: Found a good IBX to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x3e979514 -- "debris02.pof"
Paging in mission messages
Stopping model page in...
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User bitmap 'TMP512x512+8'
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Bmpman: 1289/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 211,  Estimated count = 425
================================================
Received post for event GS_EVENT_CMD_BRIEF during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_CMD_BRIEF (55) in state GS_STATE_START_GAME (52)
ANI cb_sm1-01_a.ani with size 440x200 (21.9% wasted)
Frame  0 too long!!: frametime = 19.246 (19.246)
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_CMD_BRIEF (43)
ANI 2_BriefMap with size 918x400 (21.9% wasted)
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ASSERTION: "(this_loadout_weapons[slot->wep[j]] >= 0)" at missionscreencommon.cpp:1118
 Attempting to restore the previous missions loadout has resulted in an invalid number of weapons available
Freeing all existing models...

Oof, it sucks that you're getting this slowdown even without the MediaVPs or any of the eye candy turned on. This problem almost sounds like something that comes up when you're using deferred lighting, but that build shouldn't have deferred lighting enabled.

Video card drivers up to date? Have you tried one of the 3.7.0 RCs?
Title: Re: Poor Framerate When Viewing Light Objects
Post by: garffenator on May 16, 2013, 02:03:11 pm
Yeah, I actually was trying to look up stuff about how to check on and update my video card drivers, just in case, although I wasn't able to figure it out (not tech-savvy enough, I guess). My computer is only five months old, so it shouldn't be a problem, but I guess there could still be an issue there. Do you know how I could check on that? I'm running Windows 8, so...
Title: Re: Poor Framerate When Viewing Light Objects
Post by: garffenator on May 16, 2013, 02:03:43 pm
And by the way, what's deferred lighting?
Title: Re: Poor Framerate When Viewing Light Objects
Post by: The E on May 16, 2013, 02:07:19 pm
Deferred lighting is an experimental rendering technique that can handle a vastly larger number of interactive lights (256 instead of 8) at a much lower overall performance cost. Unfortunately, it's also heavily dependant on your GPU having very fast memory, which in your case (I believe that's an APU you're using there, isn't it?) is not there.
Title: Re: Poor Framerate When Viewing Light Objects
Post by: garffenator on May 16, 2013, 11:52:59 pm
Well, as I am not very tech savvy, I don't know exactly what GPU or APU means, nor do I know if I'm even running with deferred lighting. However, you can probably tell from the debug log. Any  possible solutions so far?
Title: Re: Poor Framerate When Viewing Light Objects
Post by: General Battuta on May 17, 2013, 12:03:26 am
I don't think you're running with any formed of deferred lighting.
Title: Re: Poor Framerate When Viewing Light Objects
Post by: garffenator on May 18, 2013, 02:29:09 pm
Yeah, I didn't think so. What's more, I just don't know why there are so many little slowdowns, because I've used the latest MediaVPs before and it ran beautifully except for those slight pauses. My computer can definitely handle the graphics, but there's a hiccup somehow.  :nono:
Title: Re: Poor Framerate When Viewing Light Objects
Post by: garffenator on May 21, 2013, 01:42:28 pm
So, is there basically nothing I can do? If someone knows how I could check on my video card drivers and such, that would be great.
Title: Re: Poor Framerate When Viewing Light Objects
Post by: Yarn on May 21, 2013, 02:08:33 pm
Enabling triple buffering in the video card settings may help (it does for me). The attached image shows where this option is located for a Radeon HD 6870. If you change it, make sure you restart your computer to ensure that the change takes effect.

[attachment deleted by ninja]
Title: Re: Poor Framerate When Viewing Light Objects
Post by: garffenator on May 21, 2013, 09:44:31 pm
Sounds good, except I don't even know how to get to my video card's control center to change the settings. Any help on finding it?
Title: Re: Poor Framerate When Viewing Light Objects
Post by: Yarn on May 22, 2013, 05:14:58 pm
Sounds good, except I don't even know how to get to my video card's control center to change the settings. Any help on finding it?
There are a few ways to open it (assuming you're using Windows 7 or earlier):

If you're using Windows 8 and none of these work, then I can't really help you myself since I am not familiar with that OS.

[attachment deleted by ninja]
Title: Re: Poor Framerate When Viewing Light Objects
Post by: Backslash on May 22, 2013, 06:00:15 pm
For starters let's actually find out what graphics card is involved here.  I recommend getting www.techpowerup.com/gpuz/‎ , running that, clicking the little camera button at the top right, and showing us the resulting image.
Title: Re: Poor Framerate When Viewing Light Objects
Post by: Yarn on May 22, 2013, 06:37:10 pm
For starters let's actually find out what graphics card is involved here.  I recommend getting www.techpowerup.com/gpuz/‎ , running that, clicking the little camera button at the top right, and showing us the resulting image.
The log states that it's an AMD Radeon HD 7420G.

It looks like it's an integrated chip, so it's possible that none of my advice here is really applicable.
Title: Re: Poor Framerate When Viewing Light Objects
Post by: garffenator on May 23, 2013, 12:58:36 am
I did find the AMD Control Center, Yarn, but it looks a lot different from the image you attached. I couldn't find a setting like the one you circled. Also, you were right about what type of memory card it is--I attached the image just in case.

[attachment deleted by ninja]
Title: Re: Poor Framerate When Viewing Light Objects
Post by: Backslash on May 23, 2013, 01:40:33 am
Yeah, does look like an integrated chip, but still a lot beefier than some things we've run FS2Open on.

Thanks for the info!  Unless the driver numbering is way different for Windows 8, I'm pretty sure that you do need new drivers.  Here's the latest:
http://support.amd.com/us/gpudownload/windows/Pages/radeonaiw_vista64.aspx
and from what they say, that'll work for Windows 8 64-bit, and APU processors too.

I would not be surprised if after that, the Triple Buffering option Yarn mentioned will show up.  Let's hope!
Title: Re: Poor Framerate When Viewing Light Objects
Post by: Yarn on May 23, 2013, 01:43:15 am
I did find the AMD Control Center, Yarn, but it looks a lot different from the image you attached. I couldn't find a setting like the one you circled.
Does the top of your control center look almost the same as mine? If so, click "Preferences" (near the top-right), then click "Advanced View." Then, from the sidebar, expand "Gaming," then click "3D Application Settings." If the triple buffering setting exists for you, it should be visible now.

If you can't follow the instructions above (because your control center looks different or for some other reason), post a screenshot of your control center.
Title: Re: Poor Framerate When Viewing Light Objects
Post by: garffenator on May 23, 2013, 02:48:14 pm
First of all, thank you Yarn and Backslash! I downloaded the new drivers and also found the triple buffering option, so I activated it and restarted my computer. I think it may have helped somewhat, but I'm still getting the same glitchy stuttering, mostly when viewing damage lightning and when ships are warping in. Are there any other settings or other things I could do to fix it? I ran the debug again, and it still crashed without letting me play, even though it works fine in the non-debug mode (aside from the stuttering). I've attached the new debug log below.

[attachment deleted by ninja]
Title: Re: Poor Framerate When Viewing Light Objects
Post by: garffenator on May 23, 2013, 02:51:57 pm
I wonder if it has something to do with stuff running in the background that I might not know about. Also, some of my AMD settings were set differently, so I changed them to look exactly like the image Yarn posted on May 21, but I still get the same results.
Title: Re: Poor Framerate When Viewing Light Objects
Post by: garffenator on May 23, 2013, 02:59:21 pm
I also just noticed that the stuttering also happens whenever a ship blows up.
Title: Re: Poor Framerate When Viewing Light Objects
Post by: Yarn on May 23, 2013, 03:46:13 pm
I ran the debug again, and it still crashed without letting me play
I think that crash (which is probably not a crash but a warning that you can ignore by clicking "no") was fixed in recent nightly builds (http://www.hard-light.net/forums/index.php?board=173.0).


One more thing to try is to turn on "Disable vertical sync" in the launcher under "Game Speed." This will likely cause screen tearing (which you may find irritating), but it may also prevent framerate drops.

EDIT: Actually, before you try disabling vertical sync, turn on "Preload mission game sounds" in the launcher under "Audio." It's possible that the slowdown is caused by the game loading sound effects during gameplay.
Title: Re: Poor Framerate When Viewing Light Objects
Post by: garffenator on May 23, 2013, 11:38:23 pm
Wow. Um...preloading the sounds didn't work. Neither did disabling vertical sync. In fact, disabling vertical sync made the stuttering even worse. So frustrating!  :banghead: Any other suggestions?  :confused:
EDIT: I don't know what all the advanced settings options on the launcher do...maybe some of them could help?
Title: Re: Poor Framerate When Viewing Light Objects
Post by: garffenator on May 25, 2013, 09:13:38 pm
Perhaps I'm just doomed to not play Freespace 2, unless I'm willing to put up with the slowdowns.
Title: Re: Poor Framerate When Viewing Light Objects
Post by: Arpit on May 25, 2013, 10:32:37 pm
Try the Wireframe mode in Ship Lab(press F3 while in mainhall) and tell what FPS you get.
Title: Re: Poor Framerate When Viewing Light Objects
Post by: Backslash on May 26, 2013, 12:24:42 am
Being doomed to not play Freespace 2 would be very sad.  I'm surprised though... I was running FSO on an integrated ATI 3100, which is supposed to be worse than yours.  And the slowdown seems to happen for only very specific things, from what you say.  Could be a bug, could be just the nature of your APU... suppose you could buy a video card and see if that helps, but I hate recommending that if we're not sure.  Is this a laptop?

There are a few other things you could try... in the in-game Options, on the Detail tab, could you try turning everything to Low and see what happens?  I don't mean for you to play this way, I'm just curious if it affects the problem, and if it does you could turn things on one by one and let us know what it turned out to be, and perhaps we could then narrow it down in code.

Unfortunately I don't know what all the advanced options in the launcher do either, but I suppose you don't have anything to lose... who knows, something in the Troubleshooting section might help.  Oh!  Longshot, but what happens if you 'Disable specular' under Graphics?  Damage lightning, explosions, warp, all those do involve lighting.  Hm.  Heh I almost wonder if we should be crazy and TRY a deferred lighting build.
Title: Re: Poor Framerate When Viewing Light Objects
Post by: Arpit on May 26, 2013, 12:26:34 am
You could also try and get some information from here (http://www.hard-light.net/forums/index.php?topic=76166.msg1511714#msg1511714).
Title: Re: Poor Framerate When Viewing Light Objects
Post by: garffenator on May 26, 2013, 12:58:30 am
Is this a laptop?
Yep.

I have turned on the detail to low before, but it's the same thing. Very awkward, because it runs the same with the MediaVPs activated. I was playing just now, actually, and I could live with occasional stuttering in order to enjoy the game, but it would be much nicer to play it super smooth.

Thanks for not giving up on the suggestions! However, pressing F3 in the main hall didn't do anything as far as displaying FPS or anything. Also, I'm not sure how to use those .7z files in the "Known drivers to avoid section," although if I figure out how, that might work. I'll try the "disable specular" and report back on Monday, too. And if that doesn't work...well, we'll cross that bridge when we come to it. Worse case scenario, I play with a bit of random chopiness but still enjoy the game.  :)
Title: Re: Poor Framerate When Viewing Light Objects
Post by: Arpit on May 26, 2013, 03:08:46 am
(http://imageshack.us/a/img843/9952/shiplabbasics.jpg)

I now hope that you understand my words.  :p

More Ship Lab details (http://www.hard-light.net/wiki/index.php/Ship_Lab)

Quote
AMD Catalyst 11.5: Shows apparently random slowdowns. Confirmed on Radeon Mobile 5470, Crossfire'd 4870, 6850. Can be fixed by placing the atioglxx.dll from 11.4 in the FS2 directory.

I found this in the known drivers to avoid section and found it similar to your problem. Hence I suggested this. I don't actually have an AMD graphic card so Yarn can suggest much more better on this topic.
Title: Re: Poor Framerate When Viewing Light Objects
Post by: Backslash on May 26, 2013, 06:31:28 pm
Good info, Arpit, I hadn't seen that.  for reference, I think he just installed 13.4 drivers (and before, he had like 8.9 or something)... dunno how out-of-date that info is, but everything is still worth a try.

.7z files are opened by 7-zip (http://www.7-zip.org) -- it's free and very useful, also opens .rar files.

That's just really weird that the MediaVPs work just as well as without.  Definitely something weird going on.  Probably unrelated, but what virus scanner do you have?

Super longshot, but try a BP/deferred lighting build (http://www.hard-light.net/forums/index.php?topic=83318.0).  You may want to temporarily make a new pilot just for use with this build, cause it has a small chance of messing up your current one's campaign progress.
Title: Re: Poor Framerate When Viewing Light Objects
Post by: Doko on May 29, 2013, 12:09:22 am
You should post full system specs.

- Have you tried an SSE build by any chance?

- Figure out if an antivirus is working on your PC.

- Post your full cmdline for fresspace open. In Wxlauncher go to advanced tab and copy paste the "current command line" box.


It really sounds like an antivirus choking the system when freespace loads animated textures.
Title: Re: Poor Framerate When Viewing Light Objects
Post by: garffenator on June 01, 2013, 09:34:25 pm
Thanks Arpit, although still nothing happens when I press F3 in the main hall. I don't know why I can't bring up the laboratory.
Also, thank you, Backslash. I'll try 7-zip and a deferred lighting build.
And Doko, I haven't tried an SSE build yet, but I will. Also, my antivirus program is Avast. It looks like Windows Firewall is running, too, and it asks for permission to run things the first time they're installed. And here's the cmdline:
C:\GOG Games\Freespace 2\fs2_open_3_6_18_NO-SSE.exe -mod Games/Freespace 2/MediaVPs_3612
Edit: I downloaded 7-zip, but I can't seem to get it to run. That makes it so I can't try the 11.4 file or the BP build. Also, the SSE build didn't make any difference.
Title: Re: Poor Framerate When Viewing Light Objects
Post by: Yarn on June 02, 2013, 01:36:42 am
I downloaded 7-zip, but I can't seem to get it to run. That makes it so I can't try the 11.4 file or the BP build. Also, the SSE build didn't make any difference.
Is it the installer or the actual program that you can't run? And do you get a message when you try to run it? (If you do, post it here.)

Thanks Arpit, although still nothing happens when I press F3 in the main hall. I don't know why I can't bring up the laboratory.
With some laptops, you need to hold the Fn key to make the F keys perform their usual functions.
Title: Re: Poor Framerate When Viewing Light Objects
Post by: Arpit on June 02, 2013, 12:38:59 pm
And here's the cmdline:
C:\GOG Games\Freespace 2\fs2_open_3_6_18_NO-SSE.exe -mod Games/Freespace 2/MediaVPs_3612

I believe after seeing your previous debug logs (whoops I only saw what methods you had applied, not your debug log) you actually haven't disabled GLSL rendering.  ;)
Of course I don't play on your computer so things might be different.  :(

So once again go under the Troubleshooting list in the Flags section and CHECK the box : Disable GLSL (shader) support
(I just suggested this method because I see only -window flag line is enabled and in-built  shaders are being USED. So I thought that you took disabling GLSL rendering as disabling specular, environment and normal maps. Not that I am correct always.)
Title: Re: Poor Framerate When Viewing Light Objects
Post by: garffenator on June 06, 2013, 04:10:29 am
Is it the installer or the actual program that you can't run? And do you get a message when you try to run it? (If you do, post it here.)
Never mind, I got it to work this time. I clicked the wrong application icon last time. What is it that I do again? Put it in the Freespace 2 folder? I have a folder named GOG Games, and a folder within that called Freespace 2. However, I have a folder within the Freespace 2 folder called Games, in which I have ANOTHER Freespace 2 folder with lots of the FSO stuff.
EDIT: Okay, now it's really messed up. I managed to unzip the 11.4 file to the Freespace 2 folder (the one in the GOG Games folder), but when I put it there, it said that Windows encountered a problem and couldn't load the program. When I deleted the 7-zip file from the folder, FSO loaded, but at the sign in page, it said that it failed to save the pilot file and that I needed to free up disk space or something like that. I don't know WHAT'S going on there.  :shaking:
With some laptops, you need to hold the Fn key to make the F keys perform their usual functions.
Thanks, it worked now.  :) The strangest thing happened when I went to the ship lab and clicked on various ships. I put it on wireframe like you said, and when I clicked on a new ship, the FPS almost always dropped to 23 or 30 or something around there and went back up to 60 after a second. Once the ship was up, the FPS would stay 60 until I loaded a different ship model. The bigger ships were especially slow.

And here's the cmdline:
C:\GOG Games\Freespace 2\fs2_open_3_6_18_NO-SSE.exe -mod Games/Freespace 2/MediaVPs_3612

I believe after seeing your previous debug logs (whoops I only saw what methods you had applied, not your debug log) you actually haven't disabled GLSL rendering.  ;)
Of course I don't play on your computer so things might be different.  :(

So once again go under the Troubleshooting list in the Flags section and CHECK the box : Disable GLSL (shader) support
(I just suggested this method because I see only -window flag line is enabled and in-built  shaders are being USED. So I thought that you took disabling GLSL rendering as disabling specular, environment and normal maps. Not that I am correct always.)

Thanks Arpit. You were right--I didn't have Disable GLSL (shader) support on. I did check that box and then played, and that seemed to fix the stuttering when viewing damage lightning and engine exhaust. (It's sad, though, because the GLSL looks so pretty.  :( Any way that I could still use it?) However, there are still plenty of hiccups involved with other things, mainly ships warping in and some of the explosions.

I've especially noticed the slowdowns on the current level I'm playing, "The King's Gambit." A ton of ships are constantly warping in on this one, and therefore the chopiness is worse. I don't know if the audio is related, either, because the stuttering always goes on for only a few seconds when something warps in, but it's always accompanied by command or another pilot commenting on the development. Also, the music and dialogue on the mission briefings frequently have little hiccups/skipping as well.

My Avast antivirus also happened to be running a quick scan during one of the times I tried to load FSO, and it actually froze on a white screen for some reason and said it wasn't responding. Could be something to do with the antivirus, too, as some have suggested. So many variables! :confused:

Title: Re: Poor Framerate When Viewing Light Objects
Post by: The E on June 06, 2013, 04:26:29 am
FSO will almost always enter an "unresponsive" state during mission load (Because the engine is too busy loading the assets it needs to check the OS message queue), this is nothing to worry about.

Quote
The strangest thing happened when I went to the ship lab and clicked on various ships. I put it on wireframe like you said, and when I clicked on a new ship, the FPS almost always dropped to 23 or 30 or something around there and went back up to 60 after a second. Once the ship was up, the FPS would stay 60 until I loaded a different ship model. The bigger ships were especially slow.

There's a very simple explanation for this. When you tell the engine to load a model, it has to load everything associated with it, all of the textures and the actual geometry, and then it has to upload that data to the graphics driver. Doing so takes time; and while it is happening, we're not actually rendering any frames. So the average framerate you see will drop.

One of the reasons why you're seeing such an extremely variable framerate under certain circumstances is because you're using a low-power GPU that has no dedicated memory, and as such has to share its bandwidth with the CPU, thus limiting its performance severely when new models or textures have to be added into a scene.

Finally, you really should use the SSE2 builds, as they will give you an appreciable performance boost.
Title: Re: Poor Framerate When Viewing Light Objects
Post by: Arpit on June 06, 2013, 10:48:17 am
I've especially noticed the slowdowns on the current level I'm playing, "The King's Gambit." A ton of ships are constantly warping in on this one, and therefore the chopiness is worse. I don't know if the audio is related, either, because the stuttering always goes on for only a few seconds when something warps in, but it's always accompanied by command or another pilot commenting on the development. Also, the music and dialogue on the mission briefings frequently have little hiccups/skipping as well.

Try changing the preffered playback device from Generic Software on Speakers and Headphones (IDT High Definition Audio CODEC) to just Generic Software. (if you are using wxLauncher then it is under the Basic Settings tab or if you are using Launcher 5.5g then it is under the Audio tab) Although I don't have hopes that it will work. (just for hit-and-trial fixing)

Also check the flag Show frames per second on HUD (in the Dev Tool list) and report your FPS during the stuttering time in the same mission. Also as The E said, try an SSE2 build. Also if you are having problems in MediaVPs and not in retail, then remove MV-Advanced.vp if you have.

Finally attach your latest debug log.
Title: Re: Poor Framerate When Viewing Light Objects
Post by: Yarn on June 06, 2013, 02:58:03 pm
Try changing the preffered playback device from Generic Software on Speakers and Headphones (IDT High Definition Audio CODEC) to just Generic Software. (if you are using wxLauncher then it is under the Basic Settings tab or if you are using Launcher 5.5g then it is under the Audio tab) Although I don't have hopes that it will work. (just for hit-and-trial fixing)
"Generic Software on Speakers and Headphones (IDT High Definition Audio CODEC)" is "Generic Software." In Windows 7 at least, there are potentially multiple "Generic Software" options, and each one is labeled with what audio output it uses.


Garffenator:

If you have the time, I strongly recommend reinstalling FreeSpace 2. Do so by following this guide (http://www.hard-light.net/forums/index.php?topic=78710.0), and follow it to the letter. Just remember to get the SSE2 build (the first build in the release thread). If this again results in a Games\FreeSpace2 folder inside the first FreeSpace 2 folder, follow the instructions again more carefully.

Are you trying to put the 7-Zip program in the FreeSpace 2 folder? You're not supposed to do that! You need to run the installer (the file that you download from 7-zip.org) and let it install to the default location, not to the FreeSpace 2 folder.

Also, the 11.4 file is not compatible with the 7420G. Well, at least the 11.4 driver isn't (source (http://support.amd.com/us/kbarticles/Pages/AMDCatalyst114ReleaseNotes.aspx)).

Could you tell us the brand and model of your computer? This can help us find you an appropriate video driver.
Title: Re: Poor Framerate When Viewing Light Objects
Post by: Backslash on June 08, 2013, 04:36:14 pm
Super crazy longshot:  What happens if in the Launcher you Disable all sound and music, in the Audio tab?  or Use only 2d/stereo for sound effects, in the Experimental tab?
Title: Re: Poor Framerate When Viewing Light Objects
Post by: garffenator on June 12, 2013, 02:42:04 am
Finally, you really should use the SSE2 builds, as they will give you an appreciable performance boost.
Garffenator:

If you have the time, I strongly recommend reinstalling FreeSpace 2. Do so by following this guide (http://www.hard-light.net/forums/index.php?topic=78710.0), and follow it to the letter. Just remember to get the SSE2 build (the first build in the release thread). If this again results in a Games\FreeSpace2 folder inside the first FreeSpace 2 folder, follow the instructions again more carefully.

Are you trying to put the 7-Zip program in the FreeSpace 2 folder? You're not supposed to do that! You need to run the installer (the file that you download from 7-zip.org) and let it install to the default location, not to the FreeSpace 2 folder.

Also, the 11.4 file is not compatible with the 7420G. Well, at least the 11.4 driver isn't (source (http://support.amd.com/us/kbarticles/Pages/AMDCatalyst114ReleaseNotes.aspx)).

Could you tell us the brand and model of your computer? This can help us find you an appropriate video driver.

Okay, I reinstalled it very carefully with the SSE2 build, but without the MediaVPs. The same slowdowns are still occurring, and while using the debug mode, I could see that the FPS is still suffering badly with that damage lightning. There is no longer another Games/Freespace 2 folder inside the first one.

Computer brand and model:

System Manufacturer   Hewlett-Packard
System Model   HP Pavilion g6 Notebook PC
System Type   x64-based PC
System SKU   C2N46UA#ABA
Processor   AMD A4-4300M APU with Radeon(tm) HD Graphics, 2500 Mhz, 2 Core(s), 2 Logical Processor(s)

Finally attach your latest debug log.

Attached.

EDIT:
Well, I'm at least very proud of myself for successfully installing FSO and the MediaVPs manually now.

Super crazy longshot:  What happens if in the Launcher you Disable all sound and music, in the Audio tab?  or Use only 2d/stereo for sound effects, in the Experimental tab?
I tried both suggestions, but nothing changed.


There's a very simple explanation for this. When you tell the engine to load a model, it has to load everything associated with it, all of the textures and the actual geometry, and then it has to upload that data to the graphics driver. Doing so takes time; and while it is happening, we're not actually rendering any frames. So the average framerate you see will drop.

One of the reasons why you're seeing such an extremely variable framerate under certain circumstances is because you're using a low-power GPU that has no dedicated memory, and as such has to share its bandwidth with the CPU, thus limiting its performance severely when new models or textures have to be added into a scene.


I've tested both the regular FSO (no MediaVPs) and with the MediaVPs using the debug mode, and the framerate seems to suffer a bit more with the MediaVPs than without (not surprising). Also, I tried both with the GLSL (shader) support disabled, which seemed to further help just a bit. However, even with no MediaVPs and the GLSL disabled, the framerate still drops considerably once the some enemy ships warp in and the combat gets intense with lots of lasers.

Could it be that my GPU is simply underpowered?  :sigh: I hope Yarn's comment about finding a video driver for me can come true.

[attachment deleted by ninja]
Title: Re: Poor Framerate When Viewing Light Objects
Post by: The E on June 12, 2013, 04:09:33 am
Yes, your GPU is drastically underpowered compared to dedicated hardware (And your CPU is comparatively slow as well, which does not help matters). All in all, you're seeing pretty much what I would expect given the circumstances.
Title: Re: Poor Framerate When Viewing Light Objects
Post by: garffenator on June 12, 2013, 11:12:02 am
Yes, your GPU is drastically underpowered compared to dedicated hardware (And your CPU is comparatively slow as well, which does not help matters). All in all, you're seeing pretty much what I would expect given the circumstances.

In other words, there's no hope for me.
Title: Re: Poor Framerate When Viewing Light Objects
Post by: Arpit on June 13, 2013, 02:19:24 am
System requirements

Minimum
Pentium 200MHz
Windows 95/98/NT with DirectX 6.0 or newer
32 MBytes of RAM
400 MB Hard Disk space
8x CD-ROM
DirectSound certified video card
Hardware accelerated card
Optimum
Pentium 266MHz
64 MBytes RAM
8 MBytes Video memory
3D Sound card with EAX or A3D

You actually have all the basic requirements to play Freespace 2.  :)
Could you just try to play it with retail (No FSO) and tell us that if you get the same stuttering. If you still get the stuttering in retail, then there is no hope. :sigh:

(When you are playing with FSO then check this flag in the Game Speed list: Cache bitmaps between missions.
Also loading the ships in Ship Lab would 'reduce' the stuttering. For example, before playing King's Gambit loading the Orion, the Deimos, the Aeolus, etc. in Ship Lab would help you.)
Title: Re: Poor Framerate When Viewing Light Objects
Post by: garffenator on June 13, 2013, 11:00:06 am
Well, in retail FS2, it seems that I don't have as much trouble, although it does stutter occasionally. Also, the whole game in the retail version seems more sluggish. I don't know if that's just because the movement is different, but when I'm flying, the ship doesn't feel as responsive.

I think someone mentioned that an antivirus could be choking things up by checking the program whenever it tries to load new animations and textures. Windows Firewall has to ask me for permission to run each program, so I wonder if that has something to do with it.
Title: Re: Poor Framerate When Viewing Light Objects
Post by: Yarn on June 13, 2013, 02:41:05 pm
OK, I can now point you to what might be a better driver. I don't really think it will help much, but it's worth trying.

First, go here: http://h10025.www1.hp.com/ewfrf/wc/softwareCategory?product=5312237&lc=en&cc=us&dlc=en&lang=en&cc=us (http://h10025.www1.hp.com/ewfrf/wc/softwareCategory?product=5312237&lc=en&cc=us&dlc=en&lang=en&cc=us)

Then, in the section labeled "step one," follow the instructions. When given a list of downloads, expand "Driver - Graphics" and get the most recent video driver listed in that section.
Title: Re: Poor Framerate When Viewing Light Objects
Post by: FUBAR-BDHR on June 13, 2013, 02:59:42 pm
I'm starting to wonder if this could be a situation where changing the affinity to a different processor might help.  There could be so much built in junk trying to run on processor 0 that the game just can't get the time it needs.  I can't remember if this behavior was changed though.  Still might be worth a shot to try it. 

Launch the game.  Hit alt-ctrl-del and bring up the task manager.  Find the FS2_Open process.  Right click on it and click on affinity.  Change to something besides CPU 0.  All may or may not work depending on your machine. 
Title: Re: Poor Framerate When Viewing Light Objects
Post by: garffenator on June 15, 2013, 09:51:55 pm
OK, I can now point you to what might be a better driver. I don't really think it will help much, but it's worth trying.

First, go here: http://h10025.www1.hp.com/ewfrf/wc/softwareCategory?product=5312237&lc=en&cc=us&dlc=en&lang=en&cc=us (http://h10025.www1.hp.com/ewfrf/wc/softwareCategory?product=5312237&lc=en&cc=us&dlc=en&lang=en&cc=us)

Then, in the section labeled "step one," follow the instructions. When given a list of downloads, expand "Driver - Graphics" and get the most recent video driver listed in that section.

I'm starting to wonder if this could be a situation where changing the affinity to a different processor might help.  There could be so much built in junk trying to run on processor 0 that the game just can't get the time it needs.  I can't remember if this behavior was changed though.  Still might be worth a shot to try it. 

Launch the game.  Hit alt-ctrl-del and bring up the task manager.  Find the FS2_Open process.  Right click on it and click on affinity.  Change to something besides CPU 0.  All may or may not work depending on your machine. 

Both of these seemed to help maybe a tiny bit, but most of the small hiccups remain. I will learn to live with them, though. I just want to thank all of you for the help and suggestions that you've given me. Thanks for sticking with me for so long!  :nod:
Title: Re: Poor Framerate When Viewing Light Objects
Post by: DarzgL on June 30, 2013, 04:27:37 am
I don't know if it's been suggested before, but try disabling Vsync (in the Features tab of the launcher, then in the "List type" menu select "Game Speed" and then check "Disable vertical sync"). I was having the same issue, and this fixed it completely.
Title: Re: Poor Framerate When Viewing Light Objects
Post by: garffenator on July 03, 2013, 02:42:23 am
I don't know if it's been suggested before, but try disabling Vsync (in the Features tab of the launcher, then in the "List type" menu select "Game Speed" and then check "Disable vertical sync"). I was having the same issue, and this fixed it completely.

I think it was suggested before, but I just tried it again and it didn't help with any of the aforementioned issues. But thank you for the suggestion!
Title: Re: Poor Framerate When Viewing Light Objects
Post by: Tobosaku on August 30, 2013, 10:14:34 pm
Dude ohh dude!!! I had a similar case as yours and I'm so excited I solved it, I hope yours gets solved just the same. I had no issues with lightning stuff, BUT, whenever I faced a warp or an explosion, damn! it would take forever to complete. After being as frustrated as you are now, I fooled around with the launcher and finally solved it!
ok, enough chatter, to the point. try this:

on the Features tab, select troubleshoot and disable GLSL (shader) support.

I have no idea what the heck that is and how it detriments graphs, but I don't give a heck as long as I can play smoothly. I figured this out after checking and unchecking EVERY option on that darned launcher.
another curious thing is that I didn't have this problem with FreeSpace 1 nor with ST expansion.
man, I hope this helps, it would actually be the first time I'd be able to help someone on techy issues (can't you read my excitement???)

Good luck and heads up!
Title: Re: Poor Framerate When Viewing Light Objects
Post by: garffenator on September 09, 2013, 01:51:47 am
Dude ohh dude!!! I had a similar case as yours and I'm so excited I solved it, I hope yours gets solved just the same. I had no issues with lightning stuff, BUT, whenever I faced a warp or an explosion, damn! it would take forever to complete. After being as frustrated as you are now, I fooled around with the launcher and finally solved it!
ok, enough chatter, to the point. try this:

on the Features tab, select troubleshoot and disable GLSL (shader) support.

I have no idea what the heck that is and how it detriments graphs, but I don't give a heck as long as I can play smoothly. I figured this out after checking and unchecking EVERY option on that darned launcher.
another curious thing is that I didn't have this problem with FreeSpace 1 nor with ST expansion.
man, I hope this helps, it would actually be the first time I'd be able to help someone on techy issues (can't you read my excitement???)

Good luck and heads up!

I think someone may have mentioned this before. Thanks, though! I tried it again, and it does help somewhat (that's why I think someone suggested it earlier--it seemed familiar). However, disabling that GLSL (shader) support gets rid of the cool effects from the ships' engines and such, which for me is one of the coolest effects of FSO. They might cause very minor stuttering, but I've decided that I can live with that in order to have the awesome effects. Plus, even with the GLSL (shader) support disabled, I still experience a bit of stuttering/slowdown from other things.
Title: Re: Poor Framerate When Viewing Light Objects
Post by: borizz on September 18, 2014, 05:08:33 pm
I'm bumping this because I also have lag with GLSL shaders on. Mostly on ships jumping in and out of subspace, but sometimes on other effects as well (not sure which). It's not slowing down on the sunbeams, though, which are the main reason I'd like to have GLSL work. They are very pretty.

My PC is no slouch. However, since I'd doubt that this would be a default setting if it made the game unplayable (which is does for me) I think this is something that has to do with my specific configuration. Is this perhaps something specific to AMD graphics adapters?

I am running FS2 Open 3.7.1 (AVX BP). Flags are the "all features on" preset with Woolie Wool's lighting settings (I have tried others -- no change).

My PC is:
i5-4690K
AMD Radeon R9 270X (latest stable drivers -- version 14.4)
8GB RAM

If you want I can try the onboard Intel HD 4600 on my processor tomorrow, and I can create a debug log if needed. I can also install the latest beta drivers for my AMD card. Please let me know if there is any fix available.
Title: Re: Poor Framerate When Viewing Light Objects
Post by: The E on September 19, 2014, 02:37:34 am
Do not use the BP builds. They are using a completely different render system than trunk builds, as such, behaviour from them is not representative for stable release builds.
Title: Re: Poor Framerate When Viewing Light Objects
Post by: borizz on September 19, 2014, 04:22:07 am
Thanks, that fixed it. I was under the impression I needed the BP specific builds for BP.

Now my menus and loading screens are in a 4:3 aspect ratio, but I can easily live with that.
Title: Re: Poor Framerate When Viewing Light Objects
Post by: AdmiralRalwood on September 19, 2014, 11:28:15 am
Now my menus and loading screens are in a 4:3 aspect ratio, but I can easily live with that.
http://hard-light.net/wiki/index.php/Command-Line_Reference#-stretch_menu
Title: Re: Poor Framerate When Viewing Light Objects
Post by: borizz on September 20, 2014, 03:38:01 pm
Thanks!