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Posted: 20 Nov 2007, 00:00
by Neddie
neddiedrow wrote:What are your ingame settings?

Posted: 20 Nov 2007, 00:15
by smoth
why neddie? Are you going to debug the issue?

Posted: 20 Nov 2007, 00:26
by Neddie
If you have them cranked all the way up, I'm pretty sure nothing can handle all those options and give you over twenty FPS.

I can't debug your computer, I don't have the time or the expertise. But you aren't giving all the data to the people who might be able to.

Posted: 20 Nov 2007, 00:33
by smoth
neddie, yes I have the all cranked to the max :P I have no idea why I would get a lower fps with this. I am running 10 monitors with a resolution that is 6 digits.

Posted: 20 Nov 2007, 00:52
by rattle
Only ten? :P

Turn off Anisotropic Filtering, Antialiasing and Antialiasing Transparency in the driver and VSync/FSAA in spring, then try again.

If this fixes your issues turn AF back on (8x or 16x)... shouldn't be the issue.

FYI SupCom was a slideshow as long as Antialiasing Transparency was turned on as soon as trees - which make heavy use of transparency - were on screen, same for spring.

Posted: 20 Nov 2007, 01:06
by smoth
nope still running slow.

Posted: 20 Nov 2007, 03:46
by LordMatt
smoth didn't you see all of the thread with people who have 8 series cards complaining about performance? Well I didn't before I got my 8800 GTS either :((((((. The best thing you can do is use quantum's FPS mananger, that can at least keep things playable throughout the game on lower settings. Other than that help us pester the devs to fix spring for 8 series cards.

Posted: 20 Nov 2007, 15:08
by ginekolog
i have 100FPS with allmost minimum settings but drops to 20 with moving 500 armflash. 7600gt, 2.2gig athlon

So in big games i turn off widgets like idle cons, /info and sometimes even los to have more fps. cpu is bottleneck 4 me.

Posted: 20 Nov 2007, 16:53
by AF
If this fixes your issues turn AF back on
??????????????????????????????

Posted: 20 Nov 2007, 20:47
by rcdraco
AF wrote:
If this fixes your issues turn AF back on
??????????????????????????????
Anisotropic Filtering. Does stuff.

Posted: 20 Nov 2007, 21:58
by smoth
ginekolog wrote:i have 100FPS with allmost minimum settings but drops to 20 with moving 500 armflash. 7600gt, 2.2gig athlon

So in big games i turn off widgets like idle cons, /info and sometimes even los to have more fps. cpu is bottleneck 4 me.
wow, I got 7-30 with NOTHING ON THE MAP.

Posted: 21 Nov 2007, 00:02
by Neddie
AF wrote:
If this fixes your issues turn AF back on
??????????????????????????????
We have you on remote control.

Posted: 21 Nov 2007, 00:03
by AF
Are you sure it isn't a teddy bear replica?

Posted: 21 Nov 2007, 00:05
by Peet
Well either you or the replica has super secret banana control implants in it now.

Posted: 21 Nov 2007, 00:20
by Neddie
We need to consult j5 on this issue.

Posted: 21 Nov 2007, 02:16
by smoth
So yeah, back on topic. I remember when the dynamic water was created and the reply was lol get a better card. SO I GOT ONE!

I have a better card more ram and a better processor. So why can I not run spring better. I can run all my other games better now, also in before 7900 drivel. I need to know what is going on.

Posted: 21 Nov 2007, 02:20
by Peet
AF wrote:The geforce 8 series cards are a major departure from standard gpu design.

As such the way spring uses OpenGL has a big impact on performance for the same reason nvidia cards running spring don't like threaded optimizations. I would expect a similar situation with ATI 2xxx HD cards.

Posted: 21 Nov 2007, 15:16
by Pxtl
Spring's a single-threaded game in a multi-threaded world. This would be acceptable if Spring wasn't trying to do anything impressive - but if you want to do things like dynamic water, stencilled-shadows and explosion-generating-trails to have Spring look all sexy, then you need to code it using modern practices.

Sorry.

And it's only going to get worse with the new toys modders are drooling over.

Posted: 21 Nov 2007, 16:59
by AF
Dynamic water is just as fast as basic water on a geforce 8 card and enabling disabling it is unlikely to take much more than 0-1 frames per second.

Its not a matter of wetehr the geforce 8 can run dynamic water, it can run it, almost as well as it can run basic water. All the water renderers give near dientical framerates regardless of settings.

However there is a shader bug in dynamic water (or the geforce 8 drivers) that shows that horrible reflection stretching flicker bug. However dynamic water runs perfectly on a geforce 8 if there's no ground showing.

Posted: 21 Nov 2007, 18:06
by LordMatt
Pxtl wrote:Spring's a single-threaded game in a multi-threaded world. This would be acceptable if Spring wasn't trying to do anything impressive - but if you want to do things like dynamic water, stencilled-shadows and explosion-generating-trails to have Spring look all sexy, then you need to code it using modern practices.

Sorry.

And it's only going to get worse with the new toys modders are drooling over.
Spring does not come close to utilizing all of even one of my 2.4ghz conroe cores (or did it us all of my Athlon 64 4000+ that I had before), so multithreading will not make a significant difference in FPS and require a massive investment of coding time that would be better spent elsewhere, like getting out a new release. :P
AF wrote: However there is a shader bug in dynamic water (or the geforce 8 drivers) that shows that horrible reflection stretching flicker bug. However dynamic water runs perfectly on a geforce 8 if there's no ground showing.
Maek fix? Plx? :-)