New Bugs, Rev 5879+ - Page 4

New Bugs, Rev 5879+

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

Moderator: Moderators

User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: New Bugs, Rev 5879+

Post by Forboding Angel »

Argh wrote:@jK: Excellent! We're finally getting somewhere with this :-) Which commit btw?

@ForbodingAngel:

Buildbot's working. Go here, to get the latest binaries:

http://planetspring.free.fr/spring/installer/

If you want to play around with Buildbot, and test various revisions, we can do so now, thanks to Bibim. Just join the #buildserv channel online, then you can use !rebuild, or !rebuild "number-of-revision-here" to build specific versions of Spring.

Dude! That's freaking awesome! Thanks!
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: New Bugs, Rev 5879+

Post by Argh »

5872... hmm... the only thing that looks like it could be the wrecker is the changes in GuiHandler.cpp... just guessing, mind ye.
User avatar
lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: New Bugs, Rev 5879+

Post by lurker »

Yes, but look at how little was changed in that file.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: New Bugs, Rev 5879+

Post by Argh »

Tested 5872:

All elements drew correctly, no visual corruption on /give all, etc.

Framerate is half that of 5850+patch.

Y'know, if nothing else, now I'm utterly convinced that jK's patch, when it works right, is going to rock. I see about 240 FPS, with reflections and 3D trees on (water 0, no shadows, mind ye) and a scene empty of Units... about 120 as of 5872...
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: New Bugs, Rev 5879+

Post by Argh »

Nope. I'm wrong. 5877 ran just fine. No errors.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: New Bugs, Rev 5879+

Post by Argh »

5878 ran correctly. No errors. FPS about 10% higher than 5877.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: New Bugs, Rev 5879+

Post by AF »

Perhaps you could make us a pretty table, you keep making posts saying xyz works zxy doesn't and all the numbers are a little confusing at first. Anything to make life easier..
zerver
Spring Developer
Posts: 1358
Joined: 16 Dec 2006, 20:59

Re: New Bugs, Rev 5879+

Post by zerver »

Are there some benchmarking tools for testing the FPS?

It appears that recent commits have made the FPS very unpredictable. On my system, the FPS is not only dependent on what scene you view, but also how you move the camera and zoom to get there.

I can have 10 FPS, then scroll slightly upwards and back down again and the FPS doubles. This makes benchmarking utterly difficult.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: New Bugs, Rev 5879+

Post by Argh »

As of 5919, and after lots of mucking about in my driver settings, etc., the main errors are:

On my rig (7800GT):

1. CEGs don't draw, unless an object is being built in the gameworld. Not *all* CEGs, mind you- that's the weird part. Some particle systems draw- the vast majority won't. What's weird is that a Unit, when exploding, will show all of the particles, then they get zapped exactly when the unit dies. Like it's the only thing that can see them, and when they're removed from the gameworld, poof, there they go. However, when anything's being built, they operate normally. I almost think that Units that are being built are the only thing being assigned AirLos...

2. After /give all, I see corruption of the UI- specifically button textures getting overlaid with TextureAtlas.

3. TextureLODBias needs to be -1 (one mip lower than standard) for textures to look entirely correct. At 0, it's clearly a step down from where it should be. -1 is correct. This should be an easy fix.

4. Compared to jK's compile of 5850+patch, performance is terrible- merely 125FPS, with no Units on the screen, 3D trees and Water 0. With 5850+patch, it was almost 270.

That's about it, on the 7800 right now, and I have no idea whether the fact that the situation has improved was the result of patches over the last week, changes to my driver settings, or tweaks to the Registry values affecting Spring. Too many variables, too many things have been changed.

What I do know is that, without altering anything, I can run 5840+patch, and Spring runs almost spooky-fast.

Faster with UsePBO = 1, CompressTextures = 0 than with UsePBO = 0, which is interesting. Revert to 5919, massive problems ensue. It ain't my hardware or drivers ;)

What it appears is that something between 5850 and 5879 caused bitrot to jK's patch, or something went awry when Tobi applied it, or a compiler error is causing this. I can't rule any of these things out. I did a comparison between Tobi's version and jK's, and there aren't a lot of differences. jK mentioned that he thought 5872 was to blame, but I don't see why he thinks that, given that it changes very little, and doesn't touch the rendering code. I've tested all of the Buildbot builds between 5875 and 5879, and 5879 is where things went off the rails- I'm 100% certain.



Radeon 9600:

1. Spring is completely unplayable. Any combination of UsePBO / CompressTextures results in crashes, or at best crippled performance.

2. Turning the UI off, with F5, results in a working game, or what looks like one, shortly before it crashes.

3. I haven't tested 5850+patch on the Radeon, so I have no idea whether that's better or not.


Intel chipset (on a laptop, about 2 years old- I don't know what chipset it is, tbh, but it's all right for low-demand gaming):

Pretty much the same as the Radeon 9600, only it crashed faster and ran slower.

That's pretty much it for now. Just about everybody has seen the UI corruption bugs, or the map-drawing bug (which, for whatever strange reasons, I haven't seen in recent revisions). GMN saw the massive-slowdown bug. I think I'm the only one who's seen actual crashes, but maybe I missed that in people's notes.

<pant, pant> Ok, that's just about everything. There are a lot of user reports now, so just about everything is now corroborated, etc., now we "just" need to find the bugs and squish them :P


[EDIT]

Zerver, the best thing I can tell you is to always use the same map, the same test conditions, etc., and to not move the camera for the first test, then move around a bit, etc. I always use Tropical, I see the scene and FPS before I hit Enter (i.e., no game UI, no Units on screen) then I hit Enter and compare the two, etc. Unless you use a map that's completely flat and voidwater, you can never really take the tesselation of the map mesh out of consideration. Normally, for me, this is just a minor cost overall though.
el_matarife
Posts: 933
Joined: 27 Feb 2006, 02:04

Re: New Bugs, Rev 5879+

Post by el_matarife »

You know the 9600 only has shader 2.0 support, and I'd willing to bet similar or less functionality is on the Intel integrated chipset. Maybe some of the new OpenGL bling uses shader features not available on those cards? Or maybe there's nVidia specific commands in there? We need to get more people trying it on other ATI cards, and maybe some Intel integrated chipsets.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: New Bugs, Rev 5879+

Post by Argh »

I think the 9600 only supports OpenGL 1.4 features, and ATi's implementation of OpenGL differs considerably from nVidia's. That said... I'm here at my folks' place for a family dinner tonight... lemme download and test 5850+patch, see what happens with what jK intended, as opposed to what actually happened...

<tests>

5850+patch, on the ATi 9600:

1. Resulted in an unplayable framerate, when the UI is being drawn, whether UsePBO = 1 or 0.

2. Hitting F5 results in a playable game (sans UI).

IOW, 5850+patch is still very broken, on the 9600 chipset. I didn't see any crashes, which I did before, but it wasn't playable.
el_matarife
Posts: 933
Joined: 27 Feb 2006, 02:04

Re: New Bugs, Rev 5879+

Post by el_matarife »

http://en.wikipedia.org/wiki/Comparison ... sing_Units
Claims all the ATI chips with shaders can do OpenGL 2.0, are you running fairly recent Catalysts?
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: New Bugs, Rev 5879+

Post by Argh »

I haven't updated the drivers in some time, the 9600's almost what, 5 years old? I'm fairly certain it predates the official OpenGL 2.0 standards by at least a year.

I'll test that, but meh, I'm not exactly holding my breath.
User avatar
hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: New Bugs, Rev 5879+

Post by hoijui »

using Spring SVN 5920, with an ATI 9600 and Catalyst driver version 7.10, i have these problems too. some effects show up as black boxes, and when the UI is drawn, FPS drops by factor 10 or so.
last revision i used where it was still ok, was 5868.

my drivers are at least from 2007, don't know which month though.
User avatar
lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: New Bugs, Rev 5879+

Post by lurker »

Argh wrote:I almost think that Units that are being built are the only thing being assigned AirLos...
Remember that airlos is visible as a half-dark ring in L view.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: New Bugs, Rev 5879+

Post by Argh »

I'll check that, I'd forgotten tbh.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: New Bugs, Rev 5879+

Post by Argh »

I can now confirm that AirLOS is not being applied to Units, unless they are being built. I have tested this, and it's definitely true- Units don't get AirLOS otherwise...

NOTE: this means while Units are being built, ALL Units get AirLOS. When none are being built, NO UNITS have AirLOS.
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: New Bugs, Rev 5879+

Post by imbaczek »

if you've got a minimal replay which shows the issue, post it on mantis.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: New Bugs, Rev 5879+

Post by Argh »

I've found the cause! After testing with P.U.R.E. 0.55, I found that the cause was the AirLOS multiple being set to the previous max. Set it down to 1, everything worked again.

So... meh, I think that means everything in P.U.R.E. is working, although I have not been able to test the ati hacks yet.
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: New Bugs, Rev 5879+

Post by Pxtl »

Well, that's a workaround, but it's still a bug, isn't it?
Post Reply

Return to “Engine”