Which, btw, you're welcome for that, klap.FLOZi wrote:What smoth posted is essentially what automatically generates that wiki page.

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Which, btw, you're welcome for that, klap.FLOZi wrote:What smoth posted is essentially what automatically generates that wiki page.
I highly disagree. This is a direct comparison of thisBA 8v8 speed ball 10 replayjK wrote: but there are no magic config tags to increase FPS in a 16v16 on speedmetal!
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Fullscreen = 0
GroundDetail = 102
LastSelectedMap = DeltaSiegeDry
LastSelectedMod = Balanced Annihilation V7.91
LastSelectedSetting = AllowDeferredMapRendering
NormalMapping = 0
ScreenshotCounter = 7
WindowPosX = 368
WindowPosY = 169
WindowState = 1
WorkerThreadCount = 4
snd_volmusic = 1.0099999904633
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Fullscreen = 0
GroundDetail = 102
LastSelectedMap = DeltaSiegeDry
LastSelectedMod = Balanced Annihilation V7.91
LastSelectedSetting = AllowDeferredMapRendering
NormalMapping = 0
ScreenshotCounter = 7
WindowPosX = 368
WindowPosY = 169
WindowState = 1
WorkerThreadCount = 4
snd_volmusic = 1.0099999904633
Shadows = 0
Sound like overcomplicating things to me. I never heard of anyone claiming that he has perfect fluent endgame but his start is too slow so he wants to specifically tweak startgame.jK wrote: First you need to say _what_ you want to optimize (startgame, midgame, endgame, ...) and then you need to identify what limits it (startgame is pure GPU & Lua, midgame is a mix of all, endgame is pure CPU & Lua).
No one asked for a magical tag but when I understand you correctly the problem is the simulation part that runs on the CPU and we are not able to tweak the simulation in any way since it is synced, yes?jK wrote: but there are no magic config tags to increase FPS in a 16v16 on speedmetal!
From what I have seen on my systems and understand from the forums, there might be more than one problem (for low end system it might be the GPU, for high end system might be CPU, for some games it might be LUA, and so on). So, if you want some result, you should be as specific as possible in describing the problem.very_bad_soldier wrote: No one asked for a magical tag but when I understand you correctly the problem is the simulation part that runs on the CPU and we are not able to tweak the simulation in any way since it is synced, yes?
If I read the whole post of JK, your result seem inline with what he says. He mentions "important config parameters" (shadows is one), and "disable this to get twice FPS" (you do not get twice FPS at start by disabling shadows anyway).Beherith wrote: This seems to be very distant from what you are saying, jK. What am I doing wrong? Want me to plot gamespeed as well?
I never said or implied anything like this though. Others posted adequate responses in reply to this. Thx vbs/Behe.jK wrote:We can discuss the most important config parameters.klapmongool wrote:I don´t want a turn key experience. Would I make a thread about sharing obscure Spring settings with other players otherwise? I am looking to manually change Springsettings.cfg in order to have better performance. Not very 'consoly', now is it?
Having part of the information available through commands in the engine doesn't solve any problem here since many of the descriptions are lacking.
But sentences as "disable this to get twice FPS" are just bullshit. RTS aren't Shooters, there is a fundamental divergence between CPU & GPU & RAM/Bandwidth limitation, disabling GPU stuff when you are CPU limited doesn't help you at all.
First you need to say _what_ you want to optimize (startgame, midgame, endgame, ...) and then you need to identify what limits it (startgame is pure GPU & Lua, midgame is a mix of all, endgame is pure CPU & Lua). So we can discuss optimization possiblities for low-end systems (intel gpu, <120$ gpus, ram restricted systems, ...) and AMD driver workarounds, but there are no magic config tags to increase FPS in a 16v16 on speedmetal!
haha :DForboding Angel wrote:Which, btw, you're welcome for that, klap.FLOZi wrote:What smoth posted is essentially what automatically generates that wiki page.
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player <--> game dev <--> engine dev
the only cases in which doing anything beyond the blindingly obvious to springsettings (i.e. turn graphical stuff off) will help/speed up spring is (1) ATI-fail or other driver/os/hw fail and (2) when some user already fiddled with their settings ... and accidentally did smth dumb.
I tried it once and found it to be very annoying. It was to aggressive: Ground texture quality changed to often and to radical. Steep cliffs would suddenly disappear and reappear, it'd look like a clipping error, but I think it was just a quality setting jumping or being to low. If it were tweaked to use thresholds that make changes slow / seldom (and optionally not below a configurable minimum) that would be very cool. I think it's "FPS Manager": http://widgets.springrts.de/index.php#13Beherith wrote:Just as a side note, I recall BrainDamage made an fps manager widget, which turned off gfx settings as your fps got lower towards the end of the game. Very smart bit of code, but I lost it somewhere. Anyone have a link to the most up-to-date version?
Already exists:smoth wrote:Klap again, no.
The game devs should be developing:
A) a proper settings dialogue
That is a fairly minimal one but yeah that is what I mean. Look at what is being done in BAR that is more exhaustive in it's options. I don't much care for the zk one(chili is a framework not a ui) but again yeah.Jools wrote:Also, I think Chili and IceUI have similar dialoguessmoth wrote:Klap again, no.
The game devs should be developing:
A) a proper settings dialogue
You know so very little about me Smoth, I propose you stop making assumptions and go troll some other dude. I was kinda hoping some admin would have made your presence in this thread minimal by now.smoth wrote:That is a fairly minimal one but yeah that is what I mean. Look at what is being done in BAR that is more exhaustive in it's options. I don't much care for the zk one(chili is a framework not a ui) but again yeah.Jools wrote:Also, I think Chili and IceUI have similar dialoguessmoth wrote:Klap again, no.
The game devs should be developing:
A) a proper settings dialogue
Klap isn't playing those projects apparently or is blithely unaware of the options at his feet. Again, which makes it a per project(In the case of them not having full options coverage) issue and not an engine usability issue.
Where can you find BAR?smoth wrote:That is a fairly minimal one but yeah that is what I mean. Look at what is being done in BAR that is more exhaustive in it's options.Jools wrote:Also, I think Chili and IceUI have similar dialoguessmoth wrote:Klap again, no.
The game devs should be developing:
A) a proper settings dialogue