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Re: Springsettings optimization thread - Share and Compare

Posted: 20 Jan 2014, 22:42
by knorke
Think thread is good idea.
Sadly it got clogged up with nonsense from the usual suspects and it is kind of too much offtopic to delete all. :roll:
So maybe this thread can be "about the thread" and then make a second "real" thread.

Note to those who want to post their settings:
-Include your computer hardware
-Remove settings from list that are not related to performance (like camera speed, sound volume etc)

Re: Springsettings optimization thread - Share and Compare

Posted: 20 Jan 2014, 22:43
by smoth
Jools wrote:Also, it would be nice to discuss which of these settings can be adjusted from the game, and which not. I think, in general that settings from springsettings.cfg are to be set before the game, and in that case it's not up to gamedevs, they are then engine settings.
many can be altered in game.

Re: Springsettings optimization thread - Share and Compare

Posted: 20 Jan 2014, 23:38
by Jools
klapmongool wrote: AdvUnitShading = 0
btw, this is called AdvModelShading, at least when accessed from the game. Maybe it's AdvUnitShading when written to config.

But maybe we should split up the list of command according to what can be set from the game => responsibility of gamedevs, and what should be set beforehand => responsibility of lobbies, as suggested by Silentwings

Re: Springsettings optimization thread - Share and Compare

Posted: 21 Jan 2014, 14:23
by smoth
I was wondering why I could not find that in the source code.

I still think he should be less complaining about the engine being complicated to use and more gathering configuration settings. In before the usual suspects I was trying to reach the OP who stubbornly felt the engine was too difficult to configure.

Re: Springsettings optimization thread - Share and Compare

Posted: 21 Jan 2014, 16:51
by jK
Jools wrote:
klapmongool wrote: AdvUnitShading = 0
btw, this is called AdvModelShading, at least when accessed from the game. Maybe it's AdvUnitShading when written to config.

But maybe we should split up the list of command according to what can be set from the game => responsibility of gamedevs, and what should be set beforehand => responsibility of lobbies, as suggested by Silentwings
http://springrts.com/wiki/Springsetting ... nitShading
(yes the ingame command is named differently)

Re: Springsettings optimization thread - Share and Compare

Posted: 21 Jan 2014, 19:24
by klapmongool
smoth wrote:I was wondering why I could not find that in the source code.

I still think he should be less complaining about the engine being complicated to use and more gathering configuration settings. In before the usual suspects I was trying to reach the OP who stubbornly felt the engine was too difficult to configure.
Too bad you failed to understand anything in this thread. Now read my previous post and gtfo.

Re: Springsettings optimization thread - Share and Compare

Posted: 21 Jan 2014, 21:08
by knorke
Here is my springsettings.cfg "as is":
http://pastebin.com/RvQbeSip
Think some things are nonsense, like VSync = 3 is left over from testing it. Since I play in windowed mode it seems to not have any effect anyway.

Computer:
Intel(R) Core(TM)2 CPU 6320 @ 1.86GHz
Radeon X1300/X1550 Series

AdvMapShading = 0
AdvUnitShading = 0

Those are =0 because otherwise white map.

ExtraTextureUpdateRate = 8
no idea how this got there

Fullscreen = 0
windowed mode

GroundDetail = 54
sometimes adjust that ingame, depending on map or when recording movies.

LoadingMT = 1

LuaShaders = 0
toggle that on or off, depending if i feel more like fps or graphics.

MaxDynamicMapLights = 4
MaxDynamicModelLights = 4

i dont remember putting this here

MaxParticles = 3500
for a while particlescount defaults were silly low, now it is large enought that it generally does not "cut out" and can see all projectiles.
http://springrts.com/mantis/view.php?id=2895#c11386

MultiThreadCount = 4
PathingThreadCount = 1
SetCoreAffinitySim = 1

no idea how this got here/what excactly it does?

ReflectiveWater = 0
sometimes toggle ingame if playing watermaps and feel like a pretty princess

Shadows = 0
do not work on my gfx card anyway. I use blobshadows widget instead.

SmoothLines = 0
SmoothPoints = 0

whatever this does, I dont miss it

UseEFX = 0
UsePBO = 0
UseVBO = 0

otherwise crash (maybe only needs one of them. idc)

snd_intromusic = 0
no music in lua loadscreens

---

When I had a gfx card that supported more stuff like shadows:
http://springrts.com/wiki/Springsetting ... dowMapSize
in springsettings.exe dialog min was 1024 or so. I had it at 512 or 256 which made the shadows more fuzzy but I like to think it gave pro fps. (and looked good enough from distance)

There is also lots of settings regarding bumpwater. Can make it look better than the boring /water 0 but still be decent on fps. (do not have settings anymore)

Re: Springsettings optimization thread - Share and Compare

Posted: 21 Jan 2014, 21:27
by Anarchid
no music in lua loadscreens
You bastard.

Re: Springsettings optimization thread - Share and Compare

Posted: 21 Jan 2014, 21:42
by jK
knorke wrote:AdvUnitShading = 0
Those are =0 because otherwise white map.
AdvUnitShading should work, and is totally independent of map shading
still it reduces performance somewhat, so with your lowend system it's a good decision, just another reason ;)
knorke wrote:ExtraTextureUpdateRate = 8
no idea how this got there
That increases CPU usage a lot, and your CPU isn't very fast, so ...
knorke wrote:ReflectiveWater = 0
sometimes toggle ingame if playing watermaps and feel like a pretty princess
knorke wrote:There is also lots of settings regarding bumpwater. Can make it look better than the boring /water 0 but still be decent on fps. (do not have settings anymore
Not needed BumpWater is very flexible and can be same as fast and still give better results (maybe will post a example config setup for it later)

knorke wrote:SmoothLines = 0
SmoothPoints = 0

whatever this does, I dont miss it
They were causing problems with ati drivers from time to time, but atm it should work. Its improves visual quality of rendered command queues. & minimap rendering.

Re: Springsettings optimization thread - Share and Compare

Posted: 22 Jan 2014, 03:21
by Forboding Angel
Here is my semi-crappy solution to all this:

https://code.google.com/p/evolutionrts/ ... ra_low.lua

https://code.google.com/p/evolutionrts/ ... gs_low.lua

https://code.google.com/p/evolutionrts/ ... medium.lua

https://code.google.com/p/evolutionrts/ ... s_high.lua

The larger issue is that not all settings can be changed form ingame, and that sucks :-( If they could be changed ingame (yes, yes, some would require restart), we could have some pretty nice looking and powerful settings widgets.

Re: Springsettings optimization thread - Share and Compare

Posted: 22 Jan 2014, 03:33
by knorke
jK wrote:
knorke wrote:AdvUnitShading = 0
Those are =0 because otherwise white map.
AdvUnitShading should work, and is totally independent of map shading
Ah: actual problem was that in 91.0 it made no difference, units look the same with AdvModelShading on or off. And since ~94.0 they look like this:
Image

ExtraTextureUpdateRate:
This is the update rate of LOS and only matters when in LOS mode? I usually have LOS turned off but even with it turned on I can not see any negative effect on FPS at all.

Yes, "better" config for BumpWater would be cool.

Re: Springsettings optimization thread - Share and Compare

Posted: 22 Jan 2014, 10:34
by Beherith
knorke wrote: ExtraTextureUpdateRate:
This is the update rate of LOS and only matters when in LOS mode? I usually have LOS turned off but even with it turned on I can not see any negative effect on FPS at all..
This only matters if you have LOS on or are calling UpdateExtraTexture from Lua (only BAR does this afaik).

Re: Springsettings optimization thread - Share and Compare

Posted: 22 Jan 2014, 12:11
by Beherith
BrainDamage wrote:that's not my widget, just check th author next time :P (i'd have to dig around if i still have it somewhere)
- Logging started on Wed Jul 29 14:12:31 2009 wrote: [10:02:12 PM] <BrainDamage> i also remade the fps manager widget
[10:02:17 PM] <BrainDamage> for myself
[10:02:18 PM] <[teh]Beherith[PiRO]> wow cool?
[10:02:22 PM] <[teh]Beherith[PiRO]> what did you add?
[10:02:31 PM] <BrainDamage> couple things:
[10:02:44 PM] <BrainDamage> resorted the detail levels so they have less steep steps
[10:02:55 PM] <BrainDamage> added smoothign functions to avoid keep togglign details
[10:03:16 PM] <BrainDamage> added fps impact memorization so that it remembers how much relative drain is to toggle an effect on and on
[10:03:17 PM] <[teh]Beherith[PiRO]> cool
[10:03:33 PM] <BrainDamage> and works with MT
[10:05:00 PM] <BrainDamage> oh, also
[10:05:04 PM] <BrainDamage> i added bigger windows
[10:05:07 PM] <BrainDamage> with hysteresis
[10:05:26 PM] <BrainDamage> so zooming out, even if your fps drops for a sec below, say 10 fps
[10:05:30 PM] <BrainDamage> it won't toggle detail
[10:05:38 PM] <BrainDamage> will have to be a sustained drain
[10:06:04 PM] <[teh]Beherith[PiRO]> yah
[10:06:06 PM] <BrainDamage> http://filebin.graasmilk.net/FPSManager.lua

Re: Springsettings optimization thread - Share and Compare

Posted: 22 Jan 2014, 12:55
by dansan
- Logging started on Wed Jul 29 14:12:31 2009 wrote: [10:02:12 PM] <BrainDamage> i de-annoyed the fps manager widget
[10:02:17 PM] <BrainDamage> for dansan

Re: Springsettings optimization thread - Share and Compare

Posted: 22 Jan 2014, 13:24
by Forboding Angel

Re: Springsettings optimization thread - Share and Compare

Posted: 22 Jan 2014, 16:07
by Jools
jK wrote:
knorke wrote:ReflectiveWater = 0
sometimes toggle ingame if playing watermaps and feel like a pretty princess
knorke wrote:There is also lots of settings regarding bumpwater. Can make it look better than the boring /water 0 but still be decent on fps. (do not have settings anymore
Not needed BumpWater is very flexible and can be same as fast and still give better results (maybe will post a example config setup for it later)
What water looks best depends on map IMO. Most of the time I think water 3 is the best, but that's heavy. Water 1 is usually a bit better looking than water 0. Bumpwater is good too, but sometimes too transparent, and not to mention that it fails bigtime on lava maps.

For example, on Coldplace, I think water 1 looks the best. And it also does so on Lava Highground or similar (old) lava maps.

Re: Springsettings optimization thread - Share and Compare

Posted: 22 Jan 2014, 19:06
by jK
knorke wrote:Yes, "better" config for BumpWater would be cool.
Here it is:

Code: Select all

BumpWaterDynamicWaves = 0
BumpWaterEndlessOcean = 0
BumpWaterReflection = 0
BumpWaterRefraction = 0
BumpWaterShoreWaves = 0
It's a little bit slower when there is a lot water visible, but that's rare the case.

To make it 100% equal in performance it would need the following tag, but it's broken in 96:

Code: Select all

BumpWaterUseDepthTexture = 0

Re: Springsettings optimization thread - Share and Compare

Posted: 22 Jan 2014, 19:37
by Funkencool
Forboding Angel wrote:Here is my semi-crappy solution to all this:

https://code.google.com/p/evolutionrts/ ... ra_low.lua

https://code.google.com/p/evolutionrts/ ... gs_low.lua

https://code.google.com/p/evolutionrts/ ... medium.lua

https://code.google.com/p/evolutionrts/ ... s_high.lua

The larger issue is that not all settings can be changed form ingame, and that sucks :-( If they could be changed ingame (yes, yes, some would require restart), we could have some pretty nice looking and powerful settings widgets.
What about setconfigdata/getconfigdata, which of course requires restart but doesn't that include all settings?

Re: Springsettings optimization thread - Share and Compare

Posted: 22 Jan 2014, 19:45
by Funkencool
Jools wrote: Bumpwater is good too, but sometimes too transparent
I'm pretty sure each map can have configs specific to bumpwater so I would guess that's just because of a bad config or lack of one, unless that's what the map maker was going for.

Personally I always use bumpwater. Maybe being able to change (with jk's widget) then save/load configs for specific maps would be useful.

Re: Springsettings optimization thread - Share and Compare

Posted: 22 Jan 2014, 20:33
by smoth
Bump water is relatively new to spring maybe one day the devs will bless us with another map purge