Ok, I'll check that out tonight.cim wrote:While you're here with that hardware ... could you try the anti-aliasing hidden setting in 1.79? (In GNUStepDefaults, key "anti-aliasing", boolean value "1") It'll be interesting to see how much time that adds to the loop on a high-end PC.
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Search found 680 matches
- Thu Jan 16, 2014 8:30 am
- Forum: Testing and Bug reports
- Topic: twitchy graphics
- Replies: 59
- Views: 24644
Re: twitchy graphics
- Wed Jan 15, 2014 11:18 pm
- Forum: Testing and Bug reports
- Topic: twitchy graphics
- Replies: 59
- Views: 24644
Re: twitchy graphics
Interesting. It seems to be related to the way your graphics card does vsync. Mine - and yours under FRAPS - places the "wait for vsync" between "end drawing" and "begin update". Yours normally, however, places it between "begin draw" and "begin opaque p...
- Wed Jan 15, 2014 10:38 pm
- Forum: Testing and Bug reports
- Topic: twitchy graphics
- Replies: 59
- Views: 24644
Re: twitchy graphics
Compare those to 1.79 - at first glance no difference, update time generally 16 or 17 ms (~60 FPS): 00:32:10.211 [universe.profile.update]: Begin update 00:32:10.211 [universe.profile.update]: update:entity 00:32:10.211 [universe.profile.update]: updating linked lists 00:32:10.211 [universe.profile....
- Wed Jan 15, 2014 10:22 pm
- Forum: Testing and Bug reports
- Topic: twitchy graphics
- Replies: 59
- Views: 24644
Re: twitchy graphics
And this with just about everything turned off in NVidia control panel: Opening log for Oolite version 1.77.1 (x86-64) under Windows 6.1.7601 Service Pack 1 64-bit at 2014-01-16 00:18:36 +0200. 4 processors detected. Build options: spoken messages, mass/fuel pricing. Note that the contents of the lo...
- Wed Jan 15, 2014 10:09 pm
- Forum: Testing and Bug reports
- Topic: twitchy graphics
- Replies: 59
- Views: 24644
Re: twitchy graphics
And this with no OXPs: 00:02:39.281 [universe.profile.update]: Begin update 00:02:39.281 [universe.profile.update]: update:entity 00:02:39.281 [universe.profile.update]: updating linked lists 00:02:39.281 [universe.profile.update]: collision and shadow detection 00:02:39.281 [universe.profile.update...
- Wed Jan 15, 2014 10:07 pm
- Forum: Testing and Bug reports
- Topic: twitchy graphics
- Replies: 59
- Views: 24644
Re: twitchy graphics
I'm befuddled, this I got with 39 OXPs, such as Griff shipset: 23:57:21.104 [universe.profile.update]: Begin update 23:57:21.104 [universe.profile.update]: update:entity 23:57:21.104 [universe.profile.update]: updating linked lists 23:57:21.104 [universe.profile.update]: collision and shadow detecti...
- Wed Jan 15, 2014 9:26 pm
- Forum: Testing and Bug reports
- Topic: twitchy graphics
- Replies: 59
- Views: 24644
Re: twitchy graphics
I've tried with V-sync on application setting, V-sync forced on & V-sync forced off. No difference whatsoever with Oolite. You talking about the GPU's V-sync, yes? With V-sync on, I get 75fps (my monitor's native res) - with V-sync off, I get 99fps (but the 'tearing' is pretty bad). Or am I off...
- Wed Jan 15, 2014 8:47 pm
- Forum: Testing and Bug reports
- Topic: twitchy graphics
- Replies: 59
- Views: 24644
Re: twitchy graphics
Removing those lines (I also removed the SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); line) has no effect. Oolite (this time 1.79) just fluctuates between 56 and 63 FPS, and graphics are jittery, even with constant entity count & memory usage. I've tried with V-sync on application setting, V-syn...
- Wed Jan 15, 2014 2:32 pm
- Forum: Testing and Bug reports
- Topic: twitchy graphics
- Replies: 59
- Views: 24644
Re: twitchy graphics
I hope this isn't muddying the water here, but going back to the buoy video again two things struck me. Firstly that the rotating object (in this case at least - I haven't yet checked any others) is always in the same part of the rotation when this occurs. That is the same rotational position and o...
- Wed Jan 15, 2014 2:01 pm
- Forum: Testing and Bug reports
- Topic: twitchy graphics
- Replies: 59
- Views: 24644
Re: twitchy graphics
Does Oolite impose some kind of V-sync of its own? If that's the case, I'm leaning towards the conclusion that the culprit lies there. Yes it does (at least on Windows and Linux), provided that your drivers implement the WGL_EXT_swap_control extension. But I doubt that this would be the root cause ...
- Wed Jan 15, 2014 12:31 pm
- Forum: Testing and Bug reports
- Topic: twitchy graphics
- Replies: 59
- Views: 24644
Re: twitchy graphics
Does Oolite impose some kind of V-sync of its own? If that's the case, I'm leaning towards the conclusion that the culprit lies there. As I wrote previously, starting a recording with FRAPS completely removed the jitter for as long as the recording phase took. And, this twitchiness/jittery is a bit ...
- Wed Jan 15, 2014 7:49 am
- Forum: Testing and Bug reports
- Topic: twitchy graphics
- Replies: 59
- Views: 24644
Re: twitchy graphics
I'm inclined to think that a lot of it (though probably not all) is due to background processes briefly pre-empting the game. I find it helps to kill unnecessary background processes. Not the simplest thing in Linux, to be sure, unless you know your way around the process list fairly well, but I al...
- Tue Jan 14, 2014 8:56 pm
- Forum: Testing and Bug reports
- Topic: twitchy graphics
- Replies: 59
- Views: 24644
twitchy graphics
This little thing has been bothering me as long as I have been playing Oolite, from 1.72 onwards: Graphics are not smooth all the time, some twitching happens all the time. I first thought that my PC wasn't up to the task, but now I'm sure that's not the case. Twitching is easy to verify, just launc...
- Wed Jan 08, 2014 10:28 am
- Forum: Oolite-PC
- Topic: Joystick recommendation for Windows 7 64-bit
- Replies: 37
- Views: 40247
Re: Joystick recommendation for Windows 7 64-bit
Logitech Extreme 3D Pro, button scheme I use for the handle:
Trigger: fire
Thumb-rest: ECM
V-pattern around the hat
. . top left: arm missile
. . bottom left: ID
. . bottom right: injectors
. . top right: fire missile
Hat: viewport selection
Trigger: fire
Thumb-rest: ECM
V-pattern around the hat
. . top left: arm missile
. . bottom left: ID
. . bottom right: injectors
. . top right: fire missile
Hat: viewport selection
- Sun Jan 05, 2014 10:07 am
- Forum: Outworld
- Topic: Re: Elite: Dangerous - and the return
- Replies: 2085
- Views: 782187
Re: David Braben's Elite: Dangerous
But of course!Diziet Sma wrote:Clearly, it's a Dentist-Bot!Another new addition, I wonder what this little fella does?
<synthetic voice> Now stay still. This will not hurt. . . Much. </synthetic voice>