twitchy graphics

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JazHaz
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Re: twitchy graphics

Post by JazHaz »

Diziet Sma wrote:
Now that development of GB has been taken over by Razer ("High-performance gaming hardware, software and systems. For Gamers. By Gamers.") I would expect it to get even better, although I haven't tried a Razer version myself yet.. something I must do, now I have a Win7-64bit install again..
I use the current Razer GB version. It's good, but I feel that the performance increase isn't as good as with the Iobit versions.
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Re: twitchy graphics

Post by Zieman »

another_commander wrote:
Zieman wrote:
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 of the problem. On my laptop I do not have this extension but I still get the occasional stutter.
Any way to turn that off, I'd like to test my 'theory'?

And I still think that those occasional stutters are a whole different matter than the un-smoothness of the graphics engine.
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Re: twitchy graphics

Post by Smivs »

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 orientation.
Secondly (perhaps based on the rate of rotation?) it occurs regularly - every five seconds on the buoy video.
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Re: twitchy graphics

Post by Zieman »

Smivs wrote:
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 orientation.
Secondly (perhaps based on the rate of rotation?) it occurs regularly - every five seconds on the buoy video.
Same observation with a rotating Coriolis here: turn - turn - twitch - turn - turn - turn - turn - turn - turn - turn - twitch - turn - turn - turn - turn - turn (that sequence representing 2 complete revolutions)
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Re: twitchy graphics

Post by another_commander »

Zieman wrote:
another_commander wrote:
Zieman wrote:
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 of the problem. On my laptop I do not have this extension but I still get the occasional stutter.
Any way to turn that off, I'd like to test my 'theory'?
You must rebuild from source. Go to src/SDL/MyOpenGLView.m, find the -init method and locate this block of code around line 217:

Code: Select all

   SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
	SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
	SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
	SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 32);
	SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
	SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1);	// V-sync on by default.
Remove that last line and rebuild the game.
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Re: twitchy graphics

Post by Zieman »

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-sync forced on & V-sync forced off. No difference whatsoever with Oolite. Other games do recognize the V-sync setting.
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Re: twitchy graphics

Post by Cody »

Zieman wrote:
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-track?
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Re: twitchy graphics

Post by cim »

For me, with SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1) commented out and vsync turned off in graphics card settings, I get ... well, very variable. Between 60 and 99 FPS, depending on what I'm looking at. With either on, I get 60FPS, with a bit of variation. A little bit of jumpiness is to be expected here, because the FPS counting takes place as part of the Player update in the main thread, so even at a solid 60FPS overall, the time between FPS checks is not going to be an exact 1/60 second every single time.

I wouldn't advise commenting out DOUBLEBUFFER: that's very unlikely to help.

Have you tried the logcontrol test yet? vsync seems rather unlikely to me as the cause - if the average frame rate is ~60FPS, then even if it ran very slightly over and had to wait for the vsync, that frame would still only take 1/60 second longer to render, which shouldn't be particularly noticeable. And on a high-end system, it should be completing most frames in plenty of times unless you have a ridiculous OXP load and/or are running at too high a resolution for your GPU.
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Re: twitchy graphics

Post by Zieman »

Cody wrote:
Zieman wrote:
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-track?
GPU V-sync, yes.
I was expecting 100+ or 200+ FPS with V-sync off, but no, only that same fluctuation between 56 and 63 fps: 59-60-63-59-56-63-59-60-59-56-60-63-56-60-63-56-59-63-60-56-59-etc.etc.
The fluctuation dampens when I start recording a video, then it is only 59-59-60-59-60-60-59-60-60-59-60-59-60-60-59-59-60-59-60-59-59-60-60-60-59-60-etc.etc., until I stop the recording - about 5-10 second after I've stopped recording, that infuriating 56-63 FPS fluctuation (and jitters) start again.
...and keep it under lightspeed!

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Re: twitchy graphics

Post by cim »

You'll never get more than 100FPS at the moment. For now, the draw code and the update code run in the same loop, and the loop doesn't run more than once every 0.01 seconds. So that's the maximum no matter how fast your computer (and there's not really any point in running faster than that)

Here's some timing results for me. Normal first - completes in ~0.13ms and then waits for the vsync - then three anomalous ones with a visible stutter.

Code: Select all

21:22:59.660 [universe.profile.update]: Begin update
21:22:59.660 [universe.profile.update]: update:entity
21:22:59.661 [universe.profile.update]: updating linked lists
21:22:59.661 [universe.profile.update]: collision and shadow detection
21:22:59.662 [universe.profile.update]: clean up
21:22:59.662 [universe.profile.update]: JS Garbage Collection
21:22:59.662 [universe.profile.update]: Update complete
21:22:59.662 [universe.profile.draw]: Begin draw
21:22:59.662 [universe.profile.draw]: Begin opaque pass
21:22:59.666 [universe.profile.draw]: Begin translucent pass
21:22:59.669 [universe.profile.draw]: Begin HUD
21:22:59.673 [universe.profile.draw]: End drawing


21:22:26.706 [universe.profile.update]: Begin update
21:22:26.706 [universe.profile.update]: update:entity
21:22:26.849 [universe.profile.update]: updating linked lists
21:22:26.849 [universe.profile.update]: collision and shadow detection
21:22:26.849 [universe.profile.update]: clean up
21:22:26.849 [universe.profile.update]: JS Garbage Collection
21:22:26.850 [universe.profile.update]: Update complete
21:22:26.850 [universe.profile.draw]: Begin draw
21:22:26.850 [universe.profile.draw]: Begin opaque pass
21:22:26.942 [universe.profile.draw]: Begin translucent pass
21:22:26.943 [universe.profile.draw]: Begin HUD
21:22:26.946 [universe.profile.draw]: End drawing


21:22:50.409 [universe.profile.update]: Begin update
21:22:50.491 [universe.profile.update]: update:entity
21:22:50.492 [universe.profile.update]: updating linked lists
21:22:50.492 [universe.profile.update]: collision and shadow detection
21:22:50.492 [universe.profile.update]: clean up
21:22:50.492 [universe.profile.update]: JS Garbage Collection
21:22:50.492 [universe.profile.update]: Update complete
21:22:50.492 [universe.profile.draw]: Begin draw
21:22:50.493 [universe.profile.draw]: Begin opaque pass
21:22:50.496 [universe.profile.draw]: Begin translucent pass
21:22:50.499 [universe.profile.draw]: Begin HUD
21:22:50.503 [universe.profile.draw]: End drawing


21:22:59.762 [universe.profile.update]: Begin update
21:22:59.762 [universe.profile.update]: update:entity
21:22:59.810 [universe.profile.update]: updating linked lists
21:22:59.810 [universe.profile.update]: collision and shadow detection
21:22:59.810 [universe.profile.update]: clean up
21:22:59.810 [universe.profile.update]: JS Garbage Collection
21:22:59.810 [universe.profile.update]: Update complete
21:22:59.810 [universe.profile.draw]: Begin draw
21:22:59.811 [universe.profile.draw]: Begin opaque pass
21:22:59.814 [universe.profile.draw]: Begin translucent pass
21:22:59.818 [universe.profile.draw]: Begin HUD
21:22:59.821 [universe.profile.draw]: End drawing
I'm not entirely sure what this means yet for what's causing it.
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Re: twitchy graphics

Post by Cody »

If I've done this right, this is what I get from the tiny stutter of a Coriolis (1.77.1 in strict mode):

Normal:

Code: Select all

21:59:03.230 [universe.profile.update]: Begin update
21:59:03.230 [universe.profile.update]: update:entity
21:59:03.231 [universe.profile.update]: updating linked lists
21:59:03.231 [universe.profile.update]: collision and shadow detection
21:59:03.231 [universe.profile.update]: clean up
21:59:03.231 [universe.profile.update]: Update complete
21:59:03.231 [universe.profile.draw]: Begin draw
21:59:03.231 [universe.profile.draw]: Begin opaque pass
21:59:03.232 [universe.profile.draw]: Begin translucent pass
21:59:03.233 [universe.profile.draw]: Begin HUD
21:59:03.233 [universe.profile.draw]: End drawing
Stutter:

Code: Select all

21:59:03.243 [universe.profile.update]: Begin update
21:59:03.243 [universe.profile.update]: update:entity
21:59:03.339 [universe.profile.update]: updating linked lists
21:59:03.339 [universe.profile.update]: collision and shadow detection
21:59:03.339 [universe.profile.update]: clean up
21:59:03.339 [universe.profile.update]: Update complete
21:59:03.340 [universe.profile.draw]: Begin draw
21:59:03.340 [universe.profile.draw]: Begin opaque pass
21:59:03.357 [universe.profile.draw]: Begin translucent pass
21:59:03.358 [universe.profile.draw]: Begin HUD
21:59:03.359 [universe.profile.draw]: End drawing
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Zieman
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Re: twitchy graphics

Post by Zieman »

I'm befuddled, this I got with 39 OXPs, such as Griff shipset:

Code: Select all

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 detection
23:57:21.104 [universe.profile.update]: clean up
23:57:21.104 [universe.profile.update]: Update complete
23:57:21.104 [universe.profile.draw]: Begin draw
23:57:21.119 [universe.profile.draw]: Begin opaque pass
23:57:21.120 [universe.profile.draw]: Begin translucent pass
23:57:21.120 [universe.profile.draw]: Begin HUD
23:57:21.120 [universe.profile.draw]: End drawing
23:57:21.120 [universe.profile.update]: Begin update
23:57:21.120 [universe.profile.update]: update:entity
23:57:21.120 [universe.profile.update]: updating linked lists
23:57:21.120 [universe.profile.update]: collision and shadow detection
23:57:21.120 [universe.profile.update]: clean up
23:57:21.120 [universe.profile.update]: Update complete
23:57:21.120 [universe.profile.draw]: Begin draw
23:57:21.136 [universe.profile.draw]: Begin opaque pass
23:57:21.137 [universe.profile.draw]: Begin translucent pass
23:57:21.137 [universe.profile.draw]: Begin HUD
23:57:21.137 [universe.profile.draw]: End drawing
23:57:21.137 [universe.profile.update]: Begin update
23:57:21.137 [universe.profile.update]: update:entity
23:57:21.137 [universe.profile.update]: updating linked lists
23:57:21.137 [universe.profile.update]: collision and shadow detection
23:57:21.137 [universe.profile.update]: clean up
23:57:21.137 [universe.profile.update]: Update complete
23:57:21.137 [universe.profile.draw]: Begin draw
23:57:21.153 [universe.profile.draw]: Begin opaque pass
23:57:21.153 [universe.profile.draw]: Begin translucent pass
23:57:21.154 [universe.profile.draw]: Begin HUD
23:57:21.154 [universe.profile.draw]: End drawing
23:57:21.154 [universe.profile.update]: Begin update
23:57:21.154 [universe.profile.update]: update:entity
23:57:21.154 [screenshot]: Saved screen shot "oolite-002.png" (1920 x 1080 pixels).
23:57:21.691 [universe.profile.update]: updating linked lists
23:57:21.691 [universe.profile.update]: collision and shadow detection
23:57:21.691 [universe.profile.update]: clean up
23:57:21.691 [universe.profile.update]: Update complete
23:57:21.691 [universe.profile.draw]: Begin draw
23:57:21.691 [universe.profile.draw]: Begin opaque pass
23:57:21.691 [universe.profile.draw]: Begin translucent pass
23:57:21.691 [universe.profile.draw]: Begin HUD
23:57:21.691 [universe.profile.draw]: End drawing
23:57:21.692 [universe.profile.update]: Begin update
23:57:21.692 [universe.profile.update]: update:entity
23:57:21.692 [universe.profile.update]: updating linked lists
23:57:21.692 [universe.profile.update]: collision and shadow detection
23:57:21.692 [universe.profile.update]: clean up
23:57:21.692 [universe.profile.update]: Update complete
23:57:21.692 [universe.profile.draw]: Begin draw
23:57:21.704 [universe.profile.draw]: Begin opaque pass
23:57:21.704 [universe.profile.draw]: Begin translucent pass
23:57:21.704 [universe.profile.draw]: Begin HUD
23:57:21.704 [universe.profile.draw]: End drawing
23:57:21.704 [universe.profile.update]: Begin update
23:57:21.704 [universe.profile.update]: update:entity
23:57:21.705 [universe.profile.update]: updating linked lists
23:57:21.705 [universe.profile.update]: collision and shadow detection
23:57:21.705 [universe.profile.update]: clean up
23:57:21.705 [universe.profile.update]: Update complete
23:57:21.705 [universe.profile.draw]: Begin draw
23:57:21.719 [universe.profile.draw]: Begin opaque pass
23:57:21.720 [universe.profile.draw]: Begin translucent pass
23:57:21.720 [universe.profile.draw]: Begin HUD
23:57:21.720 [universe.profile.draw]: End drawing
23:57:21.720 [universe.profile.update]: Begin update
23:57:21.720 [universe.profile.update]: update:entity
23:57:21.720 [universe.profile.update]: updating linked lists
23:57:21.720 [universe.profile.update]: collision and shadow detection
23:57:21.720 [universe.profile.update]: clean up
23:57:21.720 [universe.profile.update]: Update complete
23:57:21.720 [universe.profile.draw]: Begin draw
23:57:21.736 [universe.profile.draw]: Begin opaque pass
23:57:21.736 [universe.profile.draw]: Begin translucent pass
23:57:21.736 [universe.profile.draw]: Begin HUD
23:57:21.736 [universe.profile.draw]: End drawing
23:57:21.736 [universe.profile.update]: Begin update
23:57:21.736 [universe.profile.update]: update:entity
23:57:21.736 [universe.profile.update]: updating linked lists
23:57:21.736 [universe.profile.update]: collision and shadow detection
23:57:21.736 [universe.profile.update]: clean up
23:57:21.736 [universe.profile.update]: Update complete
23:57:21.736 [universe.profile.draw]: Begin draw
23:57:21.755 [universe.profile.draw]: Begin opaque pass
23:57:21.755 [universe.profile.draw]: Begin translucent pass
23:57:21.755 [universe.profile.draw]: Begin HUD
23:57:21.755 [universe.profile.draw]: End drawing
Last edited by Zieman on Wed Jan 15, 2014 10:11 pm, edited 1 time in total.
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Re: twitchy graphics

Post by Zieman »

And this with no OXPs:

Code: Select all

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]: clean up
00:02:39.281 [universe.profile.update]: Update complete
00:02:39.281 [universe.profile.draw]: Begin draw
00:02:39.295 [universe.profile.draw]: Begin opaque pass
00:02:39.295 [universe.profile.draw]: Begin translucent pass
00:02:39.296 [universe.profile.draw]: Begin HUD
00:02:39.296 [universe.profile.draw]: End drawing
00:02:39.296 [universe.profile.update]: Begin update
00:02:39.296 [universe.profile.update]: update:entity
00:02:39.296 [universe.profile.update]: updating linked lists
00:02:39.296 [universe.profile.update]: collision and shadow detection
00:02:39.296 [universe.profile.update]: clean up
00:02:39.296 [universe.profile.update]: Update complete
00:02:39.296 [universe.profile.draw]: Begin draw
00:02:39.312 [universe.profile.draw]: Begin opaque pass
00:02:39.312 [universe.profile.draw]: Begin translucent pass
00:02:39.312 [universe.profile.draw]: Begin HUD
00:02:39.312 [universe.profile.draw]: End drawing
00:02:39.313 [universe.profile.update]: Begin update
00:02:39.313 [universe.profile.update]: update:entity
00:02:39.313 [universe.profile.update]: updating linked lists
00:02:39.313 [universe.profile.update]: collision and shadow detection
00:02:39.313 [universe.profile.update]: clean up
00:02:39.313 [universe.profile.update]: Update complete
00:02:39.313 [universe.profile.draw]: Begin draw
00:02:39.329 [universe.profile.draw]: Begin opaque pass
00:02:39.329 [universe.profile.draw]: Begin translucent pass
00:02:39.329 [universe.profile.draw]: Begin HUD
00:02:39.329 [universe.profile.draw]: End drawing
00:02:39.329 [universe.profile.update]: Begin update
00:02:39.329 [universe.profile.update]: update:entity
00:02:39.329 [screenshot]: Saved screen shot "oolite-003.png" (1920 x 1080 pixels).
00:02:39.721 [universe.profile.update]: updating linked lists
00:02:39.721 [universe.profile.update]: collision and shadow detection
00:02:39.721 [universe.profile.update]: clean up
00:02:39.721 [universe.profile.update]: Update complete
00:02:39.721 [universe.profile.draw]: Begin draw
00:02:39.721 [universe.profile.draw]: Begin opaque pass
00:02:39.721 [universe.profile.draw]: Begin translucent pass
00:02:39.721 [universe.profile.draw]: Begin HUD
00:02:39.721 [universe.profile.draw]: End drawing
00:02:39.722 [universe.profile.update]: Begin update
00:02:39.722 [universe.profile.update]: update:entity
00:02:39.722 [universe.profile.update]: updating linked lists
00:02:39.722 [universe.profile.update]: collision and shadow detection
00:02:39.722 [universe.profile.update]: clean up
00:02:39.722 [universe.profile.update]: Update complete
00:02:39.722 [universe.profile.draw]: Begin draw
00:02:39.731 [universe.profile.draw]: Begin opaque pass
00:02:39.731 [universe.profile.draw]: Begin translucent pass
00:02:39.731 [universe.profile.draw]: Begin HUD
00:02:39.731 [universe.profile.draw]: End drawing
00:02:39.731 [universe.profile.update]: Begin update
00:02:39.731 [universe.profile.update]: update:entity
00:02:39.732 [universe.profile.update]: updating linked lists
00:02:39.732 [universe.profile.update]: collision and shadow detection
00:02:39.732 [universe.profile.update]: clean up
00:02:39.732 [universe.profile.update]: Update complete
00:02:39.732 [universe.profile.draw]: Begin draw
00:02:39.745 [universe.profile.draw]: Begin opaque pass
00:02:39.745 [universe.profile.draw]: Begin translucent pass
00:02:39.745 [universe.profile.draw]: Begin HUD
00:02:39.746 [universe.profile.draw]: End drawing
00:02:39.746 [universe.profile.update]: Begin update
00:02:39.746 [universe.profile.update]: update:entity
00:02:39.746 [universe.profile.update]: updating linked lists
00:02:39.746 [universe.profile.update]: collision and shadow detection
00:02:39.746 [universe.profile.update]: clean up
00:02:39.746 [universe.profile.update]: Update complete
00:02:39.746 [universe.profile.draw]: Begin draw
00:02:39.762 [universe.profile.draw]: Begin opaque pass
00:02:39.762 [universe.profile.draw]: Begin translucent pass
00:02:39.762 [universe.profile.draw]: Begin HUD
00:02:39.762 [universe.profile.draw]: End drawing
00:02:39.762 [universe.profile.update]: Begin update
00:02:39.762 [universe.profile.update]: update:entity
00:02:39.762 [universe.profile.update]: updating linked lists
00:02:39.762 [universe.profile.update]: collision and shadow detection
00:02:39.762 [universe.profile.update]: clean up
00:02:39.762 [universe.profile.update]: Update complete
00:02:39.762 [universe.profile.draw]: Begin draw
00:02:39.782 [universe.profile.draw]: Begin opaque pass
00:02:39.782 [universe.profile.draw]: Begin translucent pass
00:02:39.782 [universe.profile.draw]: Begin HUD
00:02:39.782 [universe.profile.draw]: End drawing
00:02:39.782 [universe.profile.update]: Begin update
00:02:39.782 [universe.profile.update]: update:entity
00:02:39.782 [universe.profile.update]: updating linked lists
00:02:39.782 [universe.profile.update]: collision and shadow detection
00:02:39.782 [universe.profile.update]: clean up
00:02:39.782 [universe.profile.update]: Update complete
00:02:39.782 [universe.profile.draw]: Begin draw
00:02:39.796 [universe.profile.draw]: Begin opaque pass
00:02:39.796 [universe.profile.draw]: Begin translucent pass
00:02:39.796 [universe.profile.draw]: Begin HUD
00:02:39.796 [universe.profile.draw]: End drawing
00:02:39.796 [universe.profile.update]: Begin update
00:02:39.796 [universe.profile.update]: update:entity
00:02:39.796 [universe.profile.update]: updating linked lists
00:02:39.796 [universe.profile.update]: collision and shadow detection
00:02:39.796 [universe.profile.update]: clean up
00:02:39.796 [universe.profile.update]: Update complete
00:02:39.796 [universe.profile.draw]: Begin draw
00:02:39.812 [universe.profile.draw]: Begin opaque pass
00:02:39.812 [universe.profile.draw]: Begin translucent pass
00:02:39.812 [universe.profile.draw]: Begin HUD
00:02:39.812 [universe.profile.draw]: End drawing
00:02:39.812 [universe.profile.update]: Begin update
00:02:39.812 [universe.profile.update]: update:entity
00:02:39.812 [universe.profile.update]: updating linked lists
00:02:39.812 [universe.profile.update]: collision and shadow detection
00:02:39.812 [universe.profile.update]: clean up
00:02:39.812 [universe.profile.update]: Update complete
00:02:39.812 [universe.profile.draw]: Begin draw
00:02:39.828 [universe.profile.draw]: Begin opaque pass
00:02:39.828 [universe.profile.draw]: Begin translucent pass
00:02:39.829 [universe.profile.draw]: Begin HUD
00:02:39.829 [universe.profile.draw]: End drawing
...and keep it under lightspeed!

Friendliest Meteor Police that side of Riedquat

[EliteWiki] Far Arm ships
[EliteWiki] Z-ships
[EliteWiki] Baakili Far Trader
[EliteWiki] Tin of SPAM
User avatar
Zieman
---- E L I T E ----
---- E L I T E ----
Posts: 680
Joined: Tue Sep 01, 2009 11:55 pm
Location: in maZe

Re: twitchy graphics

Post by Zieman »

And this with just about everything turned off in NVidia control panel:

Code: Select all

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 log file can be adjusted by editing logcontrol.plist.

00:18:36.783 [display.mode.list.native]: Windows native resolution detected: 1920 x 1080
00:18:37.431 [joystick.init]: Number of joysticks detected: 1
00:18:37.488 [rendering.opengl.version]: OpenGL renderer version: 4.4.0 ("4.4.0"). Vendor: "NVIDIA Corporation". Renderer: "GeForce GTX 780/PCIe/SSE2".
00:18:37.488 [rendering.opengl.extensions]: OpenGL extensions (291):
GL_ARB_draw_instanced, GL_NV_float_buffer, GL_NV_vertex_attrib_integer_64bit, GL_ARB_occlusion_query, GL_EXT_texture_env_add, GL_ARB_texture_storage, GL_ARB_texture_env_dot3, GL_ARB_sync, GL_EXTX_framebuffer_mixed_formats, GL_ARB_texture_multisample, GL_ARB_buffer_storage, GL_ARB_explicit_uniform_location, GL_NV_texture_env_combine4, GL_NV_bindless_multi_draw_indirect, GL_ARB_compute_variable_group_size, GL_ARB_point_parameters, GL_ARB_vertex_array_object, GL_NVX_gpu_memory_info, GL_NV_vertex_buffer_unified_memory, GL_ARB_blend_func_extended, GL_NV_explicit_multisample, GL_EXT_provoking_vertex, GL_ARB_seamless_cubemap_per_texture, GL_NV_texture_shader2, GL_EXT_blend_equation_separate, GL_ARB_compressed_texture_pixel_storage, GL_NV_texture_shader3, GL_ARB_texture_stencil8, GL_ARB_texture_non_power_of_two, GL_ARB_texture_mirrored_repeat, GL_ARB_debug_output, GL_EXT_multi_draw_arrays, GL_NV_fence, GL_ARB_timer_query, GL_ARB_texture_buffer_object, GL_ARB_texture_buffer_range, GL_NV_occlusion_query, GL_EXT_abgr, GL_ARB_vertex_program, GL_NV_shader_buffer_load, GL_ATI_texture_float, GL_ARB_draw_buffers_blend, GL_NV_shader_storage_buffer_object, GL_ARB_viewport_array, GL_KTX_buffer_region, GL_ARB_shadow, GL_NV_light_max_exponent, GL_EXT_texture_cube_map, GL_EXT_texture_compression_dxt1, GL_ARB_shader_atomic_counters, GL_NV_texture_multisample, GL_NV_primitive_restart, GL_EXT_framebuffer_object, GL_EXT_texture_sRGB, GL_ARB_shader_storage_buffer_object, GL_ARB_conservative_depth, GL_ARB_get_program_binary, GL_NV_shader_atomic_float, GL_ARB_multitexture, GL_ARB_clear_texture, GL_NV_half_float, GL_NV_copy_image, GL_NV_path_rendering, GL_AMD_seamless_cubemap_per_texture, GL_NV_register_combiners, GL_ARB_shader_image_size, GL_ARB_sparse_texture, GL_NV_compute_program5, GL_NV_draw_texture, GL_EXT_texture_compression_rgtc, GL_ARB_shader_objects, GL_EXT_blend_func_separate, GL_EXT_bgra, GL_ARB_pixel_buffer_object, GL_ARB_vertex_attrib_64bit, GL_NV_fragment_program2, GL_EXT_Cg_shader, GL_ARB_draw_buffers, GL_EXT_separate_shader_objects, GL_NV_texgen_reflection, GL_ARB_texture_env_crossbar, GL_ARB_fragment_shader, GL_EXT_texture_swizzle, GL_EXT_fog_coord, GL_EXT_vertex_array_bgra, GL_EXT_framebuffer_blit, GL_ARB_shader_draw_parameters, GL_NV_copy_depth_to_color, GL_ARB_texture_compression_rgtc, GL_ARB_sample_shading, GL_NV_vertex_program1_1, GL_ARB_seamless_cube_map, GL_WIN_swap_hint, GL_EXT_texture_shared_exponent, GL_ARB_shading_language_420pack, GL_ARB_shader_subroutine, GL_EXT_geometry_shader4, GL_EXT_direct_state_access, GL_EXT_compiled_vertex_array, GL_NV_parameter_buffer_object2, GL_KHR_debug, GL_ARB_copy_image, GL_ARB_shader_image_load_store, GL_NV_vertex_array_range2, GL_ARB_shading_language_include, GL_EXT_texture_storage, GL_EXT_shader_image_load_store, GL_EXT_separate_specular_color, GL_ARB_vertex_type_2_10_10_10_rev, GL_ARB_bindless_texture, GL_EXT_vertex_array, GL_ARB_shading_language_100, GL_EXT_framebuffer_multisample_blit_scaled, GL_EXT_rescale_normal, GL_ARB_texture_float, GL_EXT_packed_depth_stencil, GL_EXT_bindable_uniform, GL_ARB_texture_swizzle, GL_ARB_half_float_pixel, GL_EXT_texture_compression_s3tc, GL_EXT_draw_instanced, GL_NV_blend_equation_advanced, GL_ARB_occlusion_query2, GL_NV_transform_feedback, GL_NV_bindless_texture, GL_NV_texture_compression_vtc, GL_ARB_texture_rgb10_a2ui, GL_SGIS_texture_lod, WGL_EXT_swap_control, GL_ARB_geometry_shader4, GL_NV_point_sprite, GL_ARB_framebuffer_object, GL_NV_conditional_render, GL_EXT_stencil_two_side, GL_ARB_texture_rg, GL_NV_texture_expand_normal, GL_ARB_color_buffer_float, GL_NV_gpu_program4_1, GL_NV_framebuffer_multisample_coverage, GL_EXT_blend_color, GL_NV_packed_depth_stencil, GL_NV_geometry_shader4, GL_NV_texture_rectangle, GL_ARB_vertex_array_bgra, GL_EXT_texture_integer, GL_EXT_texture_array, GL_ARB_base_instance, GL_EXT_import_sync_object, GL_ARB_shading_language_packing, GL_ARB_fragment_program_shadow, GL_ARB_fragment_layer_viewport, GL_NV_gpu_program4, GL_EXT_texture_buffer_object, GL_NV_vertex_program2_option, GL_NV_gpu_program5, GL_ARB_map_buffer_range, GL_ARB_fragment_program, GL_ARB_copy_buffer, GL_ARB_tessellation_shader, GL_NV_gpu_shader5, GL_S3_s3tc, GL_NV_depth_clamp, GL_EXT_texture_lod_bias, GL_EXT_texture_filter_anisotropic, GL_EXT_draw_buffers2, GL_NV_fragment_program, GL_EXT_secondary_color, GL_ARB_transform_feedback2, GL_ARB_transform_feedback3, GL_ARB_ES3_compatibility, GL_EXT_framebuffer_multisample, GL_ARB_window_pos, GL_IBM_rasterpos_clip, GL_EXT_texture_env_combine, GL_ARB_vertex_shader, GL_ARB_texture_compression_bptc, GL_SGIS_generate_mipmap, GL_ARB_compatibility, GL_ATI_texture_mirror_once, GL_EXT_packed_float, GL_ARB_texture_border_clamp, GL_ARB_explicit_attrib_location, GL_NV_blend_square, GL_ARB_internalformat_query, GL_EXT_texture3D, GL_ARB_arrays_of_arrays, GL_SUN_slice_accum, GL_ARB_robust_buffer_access_behavior, GL_NV_vertex_array_range, GL_ARB_ES2_compatibility, GL_NV_vertex_program, GL_ARB_texture_query_lod, GL_NV_multisample_filter_hint, GL_ARB_invalidate_subdata, GL_EXT_texture_mirror_clamp, GL_EXT_texture_sRGB_decode, GL_ARB_texture_compression, GL_NV_vertex_program2, GL_NV_multisample_coverage, GL_ARB_texture_env_add, GL_ARB_imaging, GL_NV_vertex_program3, GL_ARB_provoking_vertex, GL_ARB_framebuffer_no_attachments, GL_EXT_gpu_shader4, GL_ARB_texture_rectangle, GL_EXT_texture_edge_clamp, GL_NV_transform_feedback2, GL_ARB_multi_draw_indirect, GL_ARB_draw_elements_base_vertex, GL_ARB_fragment_coord_conventions, GL_NV_gpu_program5_mem_extended, GL_ARB_separate_shader_objects, GL_SGIX_shadow, GL_ARB_texture_cube_map, GL_NV_ES1_1_compatibility, GL_EXT_transform_feedback2, GL_ARB_vertex_attrib_binding, GL_EXT_framebuffer_sRGB, GL_ARB_clear_buffer_object, GL_NV_fragment_program_option, GL_ARB_query_buffer_object, GL_EXT_texture_compression_latc, GL_ARB_vertex_type_10f_11f_11f_rev, GL_ARB_robustness, GL_ARB_point_sprite, GL_ARB_texture_gather, GL_ARB_texture_buffer_object_rgb32, GL_ARB_internalformat_query2, GL_NV_depth_buffer_float, GL_ARB_depth_texture, GL_EXT_texture_object, GL_EXT_depth_bounds_test, GL_NV_fog_distance, GL_ARB_instanced_arrays, GL_EXT_blend_minmax, GL_ARB_compute_shader, GL_SGIX_depth_texture, GL_ATI_draw_buffers, GL_ARB_enhanced_layouts, GL_ARB_multi_bind, GL_ARB_framebuffer_sRGB, GL_EXT_blend_subtract, GL_NV_register_combiners2, GL_EXT_packed_pixels, GL_IBM_texture_mirrored_repeat, GL_NV_texture_shader, GL_EXT_draw_range_elements, GL_ARB_texture_mirror_clamp_to_edge, GL_ARB_texture_cube_map_array, GL_ARB_sampler_objects, GL_ARB_half_float_vertex, GL_ARB_shader_precision, GL_ARB_gpu_shader5, GL_ARB_depth_clamp, GL_ARB_texture_storage_multisample, GL_ARB_transpose_matrix, GL_NV_parameter_buffer_object, GL_ARB_vertex_buffer_object, GL_ARB_texture_query_levels, GL_ARB_draw_indirect, GL_AMD_multi_draw_indirect, GL_EXT_pixel_buffer_object, GL_EXT_vertex_attrib_64bit, GL_ARB_transform_feedback_instanced, GL_ARB_texture_view, GL_NVX_conditional_render, GL_ARB_texture_env_combine, GL_ARB_shader_group_vote, GL_ARB_indirect_parameters, GL_ARB_shader_bit_encoding, GL_EXT_timer_query, GL_EXT_gpu_program_parameters, GL_ARB_shader_texture_lod, GL_ARB_program_interface_query, GL_ARB_uniform_buffer_object, GL_ARB_multisample, GL_EXT_texture_env_dot3, GL_NV_shader_atomic_counters, GL_EXT_shadow_funcs, GL_ARB_stencil_texturing, GL_EXT_texture_lod, GL_ARB_depth_buffer_float, GL_NV_pixel_data_range, GL_ARB_map_buffer_alignment, GL_ARB_gpu_shader_fp64, GL_EXT_stencil_wrap, GL_EXT_point_parameters, GL_NVX_nvenc_interop, GL_NV_texture_barrier, GL_NV_gpu_program_fp64
00:18:37.526 [rendering.opengl.shader.support]: Shaders are supported.
00:18:37.533 [searchPaths.dumpAll]: Unrestricted mode - resource paths:
    Resources
00:18:37.651 [shipData.load.begin]: Loading ship data.
00:18:37.756 [script.load.world.listAll]: Loaded 9 world scripts:
    oolite-cloaking-device 1.77.1
    oolite-constrictor-hunt 1.77.1
    oolite-contracts-cargo 1.77.1
    oolite-contracts-helpers 1.77.1
    oolite-contracts-parcels 1.77.1
    oolite-contracts-passengers 1.77.1
    oolite-nova 1.77.1
    oolite-thargoid-plans 1.77.1
    oolite-trumbles 1.77.1
00:18:38.110 [universe.profile.draw]: Begin draw
00:18:38.132 [universe.profile.draw]: Begin opaque pass
00:18:38.132 [universe.profile.draw]: Begin translucent pass
00:18:38.133 [universe.profile.draw]: Begin HUD
00:18:38.136 [universe.profile.draw]: End drawing
00:18:38.136 [startup.complete]: ========== Loading complete in 1.83 seconds. ==========
00:18:38.156 [universe.profile.update]: Begin update
00:18:38.156 [universe.profile.update]: update:entity
00:18:38.193 [universe.profile.update]: updating linked lists
00:18:38.193 [universe.profile.update]: collision and shadow detection
00:18:38.193 [universe.profile.update]: clean up
00:18:38.193 [universe.profile.update]: Update complete
00:18:38.193 [universe.profile.draw]: Begin draw
00:18:38.193 [universe.profile.draw]: Begin opaque pass
00:18:38.198 [universe.profile.draw]: Begin translucent pass
00:18:38.198 [universe.profile.draw]: Begin HUD
00:18:38.201 [universe.profile.draw]: End drawing
00:18:38.202 [universe.profile.update]: Begin update
00:18:38.202 [universe.profile.update]: update:entity
00:18:38.202 [universe.profile.update]: updating linked lists
00:18:38.202 [universe.profile.update]: collision and shadow detection
00:18:38.202 [universe.profile.update]: clean up
00:18:38.202 [universe.profile.update]: Update complete
00:18:38.202 [universe.profile.draw]: Begin draw
00:18:38.204 [universe.profile.draw]: Begin opaque pass
00:18:38.204 [universe.profile.draw]: Begin translucent pass
00:18:38.204 [universe.profile.draw]: Begin HUD
00:18:38.205 [universe.profile.draw]: End drawing
00:18:38.207 [universe.profile.update]: Begin update
00:18:38.207 [universe.profile.update]: update:entity
00:18:38.207 [universe.profile.update]: updating linked lists
00:18:38.207 [universe.profile.update]: collision and shadow detection
00:18:38.207 [universe.profile.update]: clean up
00:18:38.207 [universe.profile.update]: Update complete
00:18:38.207 [universe.profile.draw]: Begin draw
00:18:38.221 [universe.profile.draw]: Begin opaque pass
00:18:38.221 [universe.profile.draw]: Begin translucent pass
00:18:38.221 [universe.profile.draw]: Begin HUD
00:18:38.221 [universe.profile.draw]: End drawing
...

Code: Select all

00:19:08.785 [universe.profile.update]: Begin update
00:19:08.785 [universe.profile.update]: update:entity
00:19:08.785 [universe.profile.update]: updating linked lists
00:19:08.785 [universe.profile.update]: collision and shadow detection
00:19:08.785 [universe.profile.update]: clean up
00:19:08.785 [universe.profile.update]: Update complete
00:19:08.785 [universe.profile.draw]: Begin draw
00:19:08.801 [universe.profile.draw]: Begin opaque pass
00:19:08.801 [universe.profile.draw]: Begin translucent pass
00:19:08.801 [universe.profile.draw]: Begin HUD
00:19:08.801 [universe.profile.draw]: End drawing
00:19:08.801 [universe.profile.update]: Begin update
00:19:08.801 [universe.profile.update]: update:entity
00:19:08.811 [screenshot]: Saved screen shot "oolite-004.png" (1920 x 1080 pixels).
00:19:09.171 [universe.profile.update]: updating linked lists
00:19:09.171 [universe.profile.update]: collision and shadow detection
00:19:09.171 [universe.profile.update]: clean up
00:19:09.171 [universe.profile.update]: Update complete
00:19:09.171 [universe.profile.draw]: Begin draw
00:19:09.171 [universe.profile.draw]: Begin opaque pass
00:19:09.172 [universe.profile.draw]: Begin translucent pass
00:19:09.172 [universe.profile.draw]: Begin HUD
00:19:09.172 [universe.profile.draw]: End drawing
00:19:09.172 [universe.profile.update]: Begin update
00:19:09.172 [universe.profile.update]: update:entity
00:19:09.173 [universe.profile.update]: updating linked lists
00:19:09.173 [universe.profile.update]: collision and shadow detection
00:19:09.173 [universe.profile.update]: clean up
00:19:09.173 [universe.profile.update]: Update complete
00:19:09.173 [universe.profile.draw]: Begin draw
00:19:09.186 [universe.profile.draw]: Begin opaque pass
00:19:09.186 [universe.profile.draw]: Begin translucent pass
00:19:09.186 [universe.profile.draw]: Begin HUD
00:19:09.187 [universe.profile.draw]: End drawing
00:19:09.187 [universe.profile.update]: Begin update
00:19:09.187 [universe.profile.update]: update:entity
00:19:09.187 [universe.profile.update]: updating linked lists
00:19:09.187 [universe.profile.update]: collision and shadow detection
00:19:09.187 [universe.profile.update]: clean up
00:19:09.187 [universe.profile.update]: Update complete
00:19:09.187 [universe.profile.draw]: Begin draw
00:19:09.202 [universe.profile.draw]: Begin opaque pass
00:19:09.202 [universe.profile.draw]: Begin translucent pass
00:19:09.202 [universe.profile.draw]: Begin HUD
00:19:09.202 [universe.profile.draw]: End drawing
00:19:09.202 [universe.profile.update]: Begin update
00:19:09.202 [universe.profile.update]: update:entity
00:19:09.202 [universe.profile.update]: updating linked lists
00:19:09.202 [universe.profile.update]: collision and shadow detection
00:19:09.203 [universe.profile.update]: clean up
00:19:09.203 [universe.profile.update]: Update complete
00:19:09.203 [universe.profile.draw]: Begin draw
00:19:09.218 [universe.profile.draw]: Begin opaque pass
00:19:09.218 [universe.profile.draw]: Begin translucent pass
00:19:09.218 [universe.profile.draw]: Begin HUD
00:19:09.218 [universe.profile.draw]: End drawing
00:19:09.218 [universe.profile.update]: Begin update
00:19:09.218 [universe.profile.update]: update:entity
00:19:09.219 [universe.profile.update]: updating linked lists
00:19:09.219 [universe.profile.update]: collision and shadow detection
00:19:09.219 [universe.profile.update]: clean up
00:19:09.219 [universe.profile.update]: Update complete
00:19:09.219 [universe.profile.draw]: Begin draw
00:19:09.235 [universe.profile.draw]: Begin opaque pass
00:19:09.235 [universe.profile.draw]: Begin translucent pass
00:19:09.235 [universe.profile.draw]: Begin HUD
00:19:09.235 [universe.profile.draw]: End drawing
...and keep it under lightspeed!

Friendliest Meteor Police that side of Riedquat

[EliteWiki] Far Arm ships
[EliteWiki] Z-ships
[EliteWiki] Baakili Far Trader
[EliteWiki] Tin of SPAM
User avatar
Zieman
---- E L I T E ----
---- E L I T E ----
Posts: 680
Joined: Tue Sep 01, 2009 11:55 pm
Location: in maZe

Re: twitchy graphics

Post by Zieman »

Compare those to 1.79 - at first glance no difference, update time generally 16 or 17 ms (~60 FPS):

Code: Select all

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.update]: collision and shadow detection
00:32:10.211 [universe.profile.update]: clean up
00:32:10.211 [universe.profile.update]: JS Garbage Collection
00:32:10.211 [universe.profile.update]: Update complete
00:32:10.211 [universe.profile.draw]: Begin draw
00:32:10.224 [universe.profile.draw]: Begin opaque pass
00:32:10.224 [universe.profile.draw]: Begin translucent pass
00:32:10.225 [universe.profile.draw]: Begin HUD
00:32:10.227 [universe.profile.draw]: End drawing
00:32:10.227 [universe.profile.update]: Begin update
00:32:10.227 [universe.profile.update]: update:entity
00:32:10.228 [universe.profile.update]: updating linked lists
00:32:10.228 [universe.profile.update]: collision and shadow detection
00:32:10.228 [universe.profile.update]: clean up
00:32:10.228 [universe.profile.update]: JS Garbage Collection
00:32:10.228 [universe.profile.update]: Update complete
00:32:10.228 [universe.profile.draw]: Begin draw
00:32:10.241 [universe.profile.draw]: Begin opaque pass
00:32:10.241 [universe.profile.draw]: Begin translucent pass
00:32:10.241 [universe.profile.draw]: Begin HUD
00:32:10.244 [universe.profile.draw]: End drawing
00:32:10.244 [universe.profile.update]: Begin update
00:32:10.244 [universe.profile.update]: update:entity
00:32:10.246 [universe.profile.update]: updating linked lists
00:32:10.246 [universe.profile.update]: collision and shadow detection
00:32:10.246 [universe.profile.update]: clean up
00:32:10.246 [universe.profile.update]: JS Garbage Collection
00:32:10.246 [universe.profile.update]: Update complete
00:32:10.246 [universe.profile.draw]: Begin draw
00:32:10.257 [universe.profile.draw]: Begin opaque pass
00:32:10.258 [universe.profile.draw]: Begin translucent pass
00:32:10.258 [universe.profile.draw]: Begin HUD
00:32:10.261 [universe.profile.draw]: End drawing
00:32:10.261 [universe.profile.update]: Begin update
00:32:10.261 [universe.profile.update]: update:entity
00:32:10.261 [universe.profile.update]: updating linked lists
00:32:10.261 [universe.profile.update]: collision and shadow detection
00:32:10.261 [universe.profile.update]: clean up
00:32:10.261 [universe.profile.update]: JS Garbage Collection
00:32:10.261 [universe.profile.update]: Update complete
00:32:10.261 [universe.profile.draw]: Begin draw
00:32:10.274 [universe.profile.draw]: Begin opaque pass
00:32:10.275 [universe.profile.draw]: Begin translucent pass
00:32:10.275 [universe.profile.draw]: Begin HUD
00:32:10.277 [universe.profile.draw]: End drawing
But when I record a video with FRAPS, it looks a bit different (and everything is SMOOTH as silk :) ):

Code: Select all

00:32:43.899 [universe.profile.update]: Begin update
00:32:43.899 [universe.profile.update]: update:entity
00:32:43.900 [universe.profile.update]: updating linked lists
00:32:43.900 [universe.profile.update]: collision and shadow detection
00:32:43.900 [universe.profile.update]: clean up
00:32:43.900 [universe.profile.update]: JS Garbage Collection
00:32:43.900 [universe.profile.update]: Update complete
00:32:43.900 [universe.profile.draw]: Begin draw
00:32:43.900 [universe.profile.draw]: Begin opaque pass
00:32:43.900 [universe.profile.draw]: Begin translucent pass
00:32:43.900 [universe.profile.draw]: Begin HUD
00:32:43.901 [universe.profile.draw]: End drawing
00:32:43.916 [universe.profile.update]: Begin update
00:32:43.916 [universe.profile.update]: update:entity
00:32:43.916 [universe.profile.update]: updating linked lists
00:32:43.916 [universe.profile.update]: collision and shadow detection
00:32:43.916 [universe.profile.update]: clean up
00:32:43.916 [universe.profile.update]: JS Garbage Collection
00:32:43.916 [universe.profile.update]: Update complete
00:32:43.916 [universe.profile.draw]: Begin draw
00:32:43.917 [universe.profile.draw]: Begin opaque pass
00:32:43.917 [universe.profile.draw]: Begin translucent pass
00:32:43.917 [universe.profile.draw]: Begin HUD
00:32:43.917 [universe.profile.draw]: End drawing
00:32:43.933 [universe.profile.update]: Begin update
00:32:43.933 [universe.profile.update]: update:entity
00:32:43.933 [universe.profile.update]: updating linked lists
00:32:43.933 [universe.profile.update]: collision and shadow detection
00:32:43.933 [universe.profile.update]: clean up
00:32:43.933 [universe.profile.update]: JS Garbage Collection
00:32:43.933 [universe.profile.update]: Update complete
00:32:43.933 [universe.profile.draw]: Begin draw
00:32:43.933 [universe.profile.draw]: Begin opaque pass
00:32:43.934 [universe.profile.draw]: Begin translucent pass
00:32:43.934 [universe.profile.draw]: Begin HUD
00:32:43.934 [universe.profile.draw]: End drawing
00:32:43.949 [universe.profile.update]: Begin update
00:32:43.949 [universe.profile.update]: update:entity
00:32:43.950 [universe.profile.update]: updating linked lists
00:32:43.950 [universe.profile.update]: collision and shadow detection
00:32:43.950 [universe.profile.update]: clean up
00:32:43.950 [universe.profile.update]: JS Garbage Collection
00:32:43.950 [universe.profile.update]: Update complete
00:32:43.950 [universe.profile.draw]: Begin draw
00:32:43.950 [universe.profile.draw]: Begin opaque pass
00:32:43.950 [universe.profile.draw]: Begin translucent pass
00:32:43.950 [universe.profile.draw]: Begin HUD
00:32:43.951 [universe.profile.draw]: End drawing
00:32:43.966 [universe.profile.update]: Begin update
00:32:43.966 [universe.profile.update]: update:entity
00:32:43.966 [universe.profile.update]: updating linked lists
00:32:43.966 [universe.profile.update]: collision and shadow detection
00:32:43.966 [universe.profile.update]: clean up
00:32:43.966 [universe.profile.update]: JS Garbage Collection
00:32:43.966 [universe.profile.update]: Update complete
00:32:43.966 [universe.profile.draw]: Begin draw
00:32:43.967 [universe.profile.draw]: Begin opaque pass
00:32:43.967 [universe.profile.draw]: Begin translucent pass
00:32:43.967 [universe.profile.draw]: Begin HUD
00:32:43.967 [universe.profile.draw]: End drawing
...and keep it under lightspeed!

Friendliest Meteor Police that side of Riedquat

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[EliteWiki] Z-ships
[EliteWiki] Baakili Far Trader
[EliteWiki] Tin of SPAM
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