Daily reminder that I suck ass!
#1 Posted 16 November 2015 - 05:39 PM
No one is going to take modding this shit seriously as long as it only works on one of the three vendors.
Someone fix this shit.
#3 Posted 16 November 2015 - 05:45 PM
"Sorry our elite port of a twenty year old game won't work on your Intel or AMD card." *lifts up nose and scoffs*
This post has been edited by Person of Color: 16 November 2015 - 05:46 PM
#5 Posted 16 November 2015 - 06:02 PM
This post has been edited by DustFalcon85: 17 November 2015 - 03:01 PM
#6 Posted 16 November 2015 - 06:06 PM
People are already working on optimizations for Polymer however.
#7 Posted 16 November 2015 - 06:15 PM
Mblackwell, on 16 November 2015 - 06:06 PM, said:
People are already working on optimizations for Polymer however.
Are you fucking kidding me?! Dude, I just restarted my system after Duke Nukem Forever 2013 caused it to SHUT THE FUCK DOWN, TWICE IN A ROW. YES, LITERALLY. IT TURNED ITSELF OFF, THEN REBOOTED INTO THE FUCKING BIOS.
Vsync causes mouse lag. Playing with every conceivable setting in Catalyst or RadeonPro to remove the lag doesn't work. HEY GUESS WHAT TURNING IT OFF DOES?! GPU MELTDOWN LIKE THE STARCRAFT 2 MAIN MENU A FEW YEARS BACK.
No other source port has these issues. The code is fucking shit. Stop defending Plagman. He did a shitty job and I'm not the only one who thinks so. We need someone to step up and fix this. I can't even get past the intro for fucks sake.
This post has been edited by Person of Color: 16 November 2015 - 06:16 PM
#9 Posted 16 November 2015 - 06:30 PM
Edit: Also it specifically says in the DNF2013 readme "Polymer and the HRP are definitely NOT supported and are thus disabled." so you should probably not run with Polymer anyway. You'll want to still set r_maxfps however, since your framerate will be ridiculous.
Edit2: r_swapinterval is for vsync btw, not that I recommend vsync since it causes mouse lag. To remove lag caused by vsync you should force triple buffering. Normal double buffered vsync always causes a delay in response in all applications.
#10 Posted 16 November 2015 - 07:45 PM
This post has been edited by Nevander: 16 November 2015 - 07:46 PM
#11 Posted 17 November 2015 - 12:00 AM
This post has been edited by Tea Monster: 17 November 2015 - 12:03 AM
#12 Posted 17 November 2015 - 01:09 AM
There's still the classic renderer and Polymost to use. Nobody forces you to use Polymer, and we all know it still needs considerable optimizations.
#13 Posted 17 November 2015 - 01:30 PM
#15 Posted 17 November 2015 - 01:53 PM
Person of Color, on 16 November 2015 - 06:15 PM, said:
Polymer might run like a crippled bag of dicks, but spontaneous reboots are a hardware or driver problem, every time. 100%. I think this is more of a daily reminder that you should back off on your overclocks until you figure out what the fuck you're doing.
#16 Posted 17 November 2015 - 04:06 PM
Person of Color, on 16 November 2015 - 06:15 PM, said:
Tea Monster, on 17 November 2015 - 12:00 AM, said:
Person of Color - for some one who is so in tune with using a computer I'm quite surprised to see you come to such a bullshit conclusion. Obviously you're frustrated, but seriously give some thought to what you're saying before you explode cause it just doesn't add up and you know that.
I take Polymer very seriously. In fact most of my maps are made in polymer as I enjoy what TROR brings to the table and it will only get better once Polymer is polished. You guys are way too hostile towards an open source free project. It's because of the hard work of these developers that this game is even available for you to use. Be thankful and show some respect!
This post has been edited by Paul B: 18 November 2015 - 12:23 AM
#17 Posted 17 November 2015 - 04:11 PM
You're the one who bought a Radeon card against all warnings and recommendations. But you said you didn't care...I guess you care now?
#18 Posted 17 November 2015 - 04:41 PM
This post has been edited by Mark.: 17 November 2015 - 04:48 PM
#19 Posted 17 November 2015 - 04:53 PM
Tea Monster, on 17 November 2015 - 12:00 AM, said:
Decay is using it, and is better for it. I definitely take it seriously.
If a few bugs were fixed up I'd use it for all of my projects.
#20 Posted 17 November 2015 - 04:59 PM
Respect needs to operate in both directions.
#21 Posted 17 November 2015 - 05:26 PM
#23 Posted 17 November 2015 - 08:39 PM
You get poor performance with Polymer because of :
1) Hardware occlusion queries, the GPU will stall while waiting for the previous frames "Is object X" visible requests to come back. I am working on re-creating my software occlusion query system, this system will work in another thread and will greatly improve performance.
2) The renderer is doing matrix math via the driver. I have re-created my matrix math class to replace this functionality. This is less of a performance issue as it is very nasty.
3) Hardware State Changes - this hinders wavefront batching, this has been slightly fixed with Plagman's "bucket" system but there is still work to be done there.
The poor performance everyone is getting out of Polymer isn't because of your hardware, simply put Polymer is GPU/Driver bound because of it's design, not because of the complexity of what it has to render.
Mblackwell, on 16 November 2015 - 06:30 PM, said:
Edit: Also it specifically says in the DNF2013 readme "Polymer and the HRP are definitely NOT supported and are thus disabled." so you should probably not run with Polymer anyway. You'll want to still set r_maxfps however, since your framerate will be ridiculous.
Edit2: r_swapinterval is for vsync btw, not that I recommend vsync since it causes mouse lag. To remove lag caused by vsync you should force triple buffering. Normal double buffered vsync always causes a delay in response in all applications.
Using vsync is the proper way to fix screen tearing. How vsync works is the GPU waits to flip buffers until vblank is complete. This can't be emulated with any other method. If vsync is slow for you, get a better monitor .
This post has been edited by icecoldduke: 17 November 2015 - 08:43 PM
#24 Posted 17 November 2015 - 09:37 PM
icecoldduke, on 17 November 2015 - 08:39 PM, said:
For me it's not "slow," but rather super stutter filled. I can't move or look around standing in place without my screen being jerked around like a dog's chew toy. This can happen even without the HRP and on the 64-bit eduke. This is why I use r_maxfps and turn Vsync off. Much smoother gameplay.
#25 Posted 17 November 2015 - 10:51 PM
Tea Monster, on 17 November 2015 - 04:59 PM, said:
icecoldduke, on 17 November 2015 - 08:39 PM, said:
#26 Posted 17 November 2015 - 11:18 PM
icecoldduke, on 17 November 2015 - 08:39 PM, said:
Vsync is also a good way to add input latency and I hate input latency (even small amounts bug the crap out of me). I actually almost never use vsync and never have, unless tearing is ridiculous. As for my monitor I use a fairly nice 16:10 S-IPS panel.
#27 Posted 18 November 2015 - 04:46 AM
#28 Posted 18 November 2015 - 07:09 AM
Player Lin, on 18 November 2015 - 04:46 AM, said:
You realize that vsync is implemented on the driver side right? The app requests vsync to be enabled and then will stall during the page flip while the GPU waits for vblank. If your having problems with vsync its your setup not eduke32.
MBlackwell said:
If the app is implemented poorly, yes you would be correct. Input should be handled in separate job. EDuke32 is missing a jobs system and for the stuff I'm adding I have a basic one in there locally. After some of this polymer stuff I'll move the input stuff into a job.
But no matter what the game is going to stay in lock step with your monitors vblank. I would say your monitor is fine, what is your GPU? What drivers are you on? What video input are using? HDMI? DVI? What's your OS?
Literally on OGL its one function call to enable vsync "wglSwapIntervalEXT", whats interesting though, on some drivers(I've tested this on NVIDIA), you can actually set negative values here to enable adaptive vsync. I don't know if the cvar in eduke32 is hooked directly into the parameter that goes into that function, but you can try setting that cvar to -1 and see what happens. If not I can compile a build tonight that you can try with it being set to -2 and let me know if that helps or not.
Nevander said:
I would say see the previous statement I said to Player Lin, on the off chance I'm wrong you can take cell phone video with vsync on vs with r_maxfps, because I can't understand what your trying to describe.
This post has been edited by icecoldduke: 18 November 2015 - 08:45 AM
#29 Posted 18 November 2015 - 08:20 AM
icecoldduke, on 18 November 2015 - 07:09 AM, said:
I wish I could but my cellphone is a potato. There was a video I saw before that accurately showed what my problem is. Let me see if I can relocate it.
EDIT: Found 'em. Mine is IDENTICAL to the second video.
Source: https://forums.duke4...tteringhitching
This post has been edited by Nevander: 18 November 2015 - 08:31 AM
#30 Posted 18 November 2015 - 08:43 AM
Nevander, on 18 November 2015 - 08:20 AM, said:
EDIT: Found 'em. Mine is IDENTICAL to the second video.
Source: https://forums.duke4...tteringhitching
Based on taking a quick glance at the code, trying setting the vsync cvar to -1, that should enable adaptive vsync if your card/drivers support it. Adaptive vsync will only wait for vblank if you are running at high frame rates, if your FPS drops it won't wait for vblank which should minimize the stuttering.
You can also try -2, basically if I remember right -1 locks the screen to 60hz and -2 should lock it to 30hz, and if your framerate drops below either 60hz or 30hz respectively the GPU won't wait for vblank.
This post has been edited by icecoldduke: 18 November 2015 - 08:52 AM