Flashback Posted July 21, 2016 Author Share Posted July 21, 2016 We're expecting our new Radeon card to arrive tomorrow, so we'll be able to experience and reproduce the issue. Not sure this will help, though, and all AMD support managed in two weeks is to ask me what part of Canada is our company from =\ Quote Link to comment Share on other sites More sharing options...
JeffR Posted July 22, 2016 Share Posted July 22, 2016 Ah, cool, that'll probably help.So I did some more iterating on settings, and noted that on the oddball occasion it didn't totally lock up when I had shadows enabled, it DID tank the FPS. We're talking like, 4fps in the inn.I did some finnegaling with other settings, and noted that I could have shadows on and run fine if I manually disabled HDR.Could you, or your tester dude try doing that as well? Have the shadows pref on, but set the $prefs::video::HDR to be disabled, and see if it also prevents the lockup? Quote Link to comment Share on other sites More sharing options...
Flashback Posted July 22, 2016 Author Share Posted July 22, 2016 That's an interesting idea, worth trying. This also makes sense in a way that training level may have PostFX disabled in mission preset, but Teron (first city with the inn) has them enabled.I have also finally breached AMD first line of tech support and they connected me with some specific engineer person, hopefully he can inspect the issue from another side, but I don't expect him to reply before Monday. Quote Link to comment Share on other sites More sharing options...
JeffR Posted July 23, 2016 Share Posted July 23, 2016 Well, at least they got someone hooked in now, so we can whiddle this down.Interesting to note with the tutorial level having postFX disabled.If that's the case, when you first launch the main game, make your character, and wake up in the room, and go out the door to talk to the guy, those scenes run fine, and it's only when you sleep and wake up in the inn in the morning that it runs into the issues.For those conversation bits, are postFX disabled in the view as well? Quote Link to comment Share on other sites More sharing options...
Flashback Posted August 1, 2016 Author Share Posted August 1, 2016 So, some people from AMD introduced me to other people, I described them the problem (again), and 10 days later there is no sign someone is ever going to reply. Bugged them again.Missed your last question, sorry, and it's an important one. As far as I know, dialogue window doesn't change postFX settings. It's done only per-level, the way T3D allows it. So that's a strong argument against postFX influence... Quote Link to comment Share on other sites More sharing options...
JeffR Posted August 1, 2016 Share Posted August 1, 2016 You guys are using the regular windows platform stuff, not the SDL2 option, right? Quote Link to comment Share on other sites More sharing options...
Flashback Posted August 3, 2016 Author Share Posted August 3, 2016 Yep. Quote Link to comment Share on other sites More sharing options...
JeffR Posted August 4, 2016 Share Posted August 4, 2016 Az noted that the steamworks integration behaved better with the SDL platform on their attempt, so any chance you could try smacking together a tester build with the SDL platform layer instead, and see if that changes anything at all? Quote Link to comment Share on other sites More sharing options...
Flashback Posted August 4, 2016 Author Share Posted August 4, 2016 Heh, the first version of the game, when it was still 2D, was written with SDL - then we switched to TGE to go 3D. Now we may go back to SDL in some sense - the irony, eh?Can you give me any pointers/links of how to do an SDL build? Is there an #ifndef somewhere?Also, I talked to another team developing with T3D, they said they made rendering freeze and other issues go away by switchting to D3D11. I don't believe there is an official implementation of this yet, is there? Quote Link to comment Share on other sites More sharing options...
Johxz Posted August 4, 2016 Share Posted August 4, 2016 Can you give me any pointers/links of how to do an SDL build? Is there an #ifndef somewhere?Also, I talked to another team developing with T3D, they said they made rendering freeze and other issues go away by switchting to D3D11. I don't believe there is an official implementation of this yet, is there? Last development commit binary! 32bit & 64bithttp://forums.torque3d.org/viewtopic.php?f=2&t=665#p6230Tutorial: How to compile the new version of Torque3D v3.9http://forums.torque3d.org/viewtopic.php?f=12&t=713Torque3D v3.9 Code Engine/Script Referencehttp://forums.torque3d.org/viewtopic.php?f=25&t=751&p=6248#p6229 Quote Link to comment Share on other sites More sharing options...
Flashback Posted August 5, 2016 Author Share Posted August 5, 2016 Meanwhile, AMD people have managed to reproduce the issue, which is a good start. Last development commit binary! 32bit & 64bithttp://forums.torque3d.org/viewtopic.php?f=2&t=665#p6230Tutorial: How to compile the new version of Torque3D v3.9http://forums.torque3d.org/viewtopic.php?f=12&t=713Torque3D v3.9 Code Engine/Script Referencehttp://forums.torque3d.org/viewtopic.php?f=25&t=751&p=6248#p6229 This is extremely helpful, thanks. I won't bother you until I try SDL and D3D11 approaches. Quote Link to comment Share on other sites More sharing options...
JeffR Posted August 9, 2016 Share Posted August 9, 2016 Yeah, the recommended way to generate projects currently is CMAKE, and both D3D11 and SDL are standard options you can toggle on, generate and build.Do let us know if either/both of those help with it :) Quote Link to comment Share on other sites More sharing options...
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