whaaa dam that dynamic water, its a tease

whaaa dam that dynamic water, its a tease

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Karganeth
Posts: 8
Joined: 10 Jul 2006, 00:56

whaaa dam that dynamic water, its a tease

Post by Karganeth »

man, it bugs me, i have a intel 3.0 ghz 1500mgs of ram and a gf6600td and it runs all games i know off soothley enough 4 my standards. anyway i can run the game on all the other settings on max and no lag at all, even when zoomed all out ect, but when i turn on the dynamic water, UUUber lag, it practlcly freezes... nearly, and turing all other settings down including rez at 600 wont make it lag any less, whats up? :evil:

is there any way 2 fix this?
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

At least a geforce 6800 is required, and dynamic water is a very greedy routine despite it beign uber pretty.

Use reflective water.
hawkki
Posts: 222
Joined: 01 Jan 2006, 19:47

Post by hawkki »

Some peoplke get it to work with a gf 6600, others (like me) get the syndrtome you mentioned: it practically freezes, says delayed sync response even though i am playing with only my self on my own computer. And i have a gf 6800.

I have asked about it before, but no-one seems to bother to answer what's up about this so we must just play without it and accept the fact that this is a open-source free game so you cannot demand anything from the developers.
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Vassago
Posts: 77
Joined: 25 Jun 2006, 00:03

Post by Vassago »

I wouldn't say it's a "demand", more of a request.

Personally, I'd say that the dynamic water (to the degree of tesselation it has) is overkill. The engine is obviously using shaders on the water. Using an animated normal map would give just as good as a visual, while being a great deal faster. The water tesselation could be 10x less than what it is, and still look great. If could still animate, and still be relfective. But having the water itself deform to shell impacts is a bit much.

Beautiful, as it may be :)
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Erom
Posts: 1115
Joined: 25 Apr 2006, 05:08

Post by Erom »

Somebody make a patch for "economy" dynamic water using what V just said!

Not it!
hand on nose
hawkki
Posts: 222
Joined: 01 Jan 2006, 19:47

Post by hawkki »

Vassago wrote:I wouldn't say it's a "demand", more of a request.

Personally, I'd say that the dynamic water (to the degree of tesselation it has) is overkill. The engine is obviously using shaders on the water. Using an animated normal map would give just as good as a visual, while being a great deal faster. The water tesselation could be 10x less than what it is, and still look great. If could still animate, and still be relfective. But having the water itself deform to shell impacts is a bit much.

Beautiful, as it may be :)
IF the current water would work, it would run on a system with 6600 ultra or greater. That's nothing in today's standards. But the fact is that many players are having these slowdown issues with it, so it would be better to fix the effect rather than make another one (which also would probably be broken).
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Differences in nvidia control panel settings.

For example I see a difference in fps changing from high performance to hgih quality.

Also the dynamic water was devloped on a 6800 and the statement by SJ is its to be used in 6800+
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LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Post by LordMatt »

I have a 6800 Ultra, and I get a horrible flicker when I turn on dynamic water. It starts out fine, with good FPS, but as time goes on the flicker starts, and gets worse and worse until the game is unplayable. Alt-Tabing out and back in gets rid of the flicker for a little while, but then it starts coming back again. Anyone know of the cause of this?
Karganeth
Posts: 8
Joined: 10 Jul 2006, 00:56

Post by Karganeth »

but... thats bull... cause even if i set the rez to 600x400 and all settings to low, i dont get a single fps buff.... down from max to zero and no diffrence.. and yes, whats up with those mid game laaaaaaaaaags.. starts small after 15-16 mins, then after 10 more, its unplayable :evil:
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