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Author Topic: Low framerate at tactical combat  (Read 12495 times)

NickD

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Low framerate at tactical combat
« on: February 15, 2008, 02:57:52 pm »
Hello! I have installed UFO:AI v.2.2 and it works ok, but i've found something annoying:
In tactical combat mode , framerate drops to 2 per second. This is unaffected of the change of the the video mode, or of change of the all video options. I've spotted, if there is no my soldier in the screen, the framerate rises (sometimes up to 60 fps). But in 95% of the time, the game is almost unplayable because of lag.
Do someone experience the same problems, and is this a bug?
Can it be corrected some way?

I'm running the UFO on Toshiba Satellite A200-14D laptop, under Windows Vista Home Premium.
My video is NVIDIA GeForce Go 7300 256MB
« Last Edit: February 15, 2008, 04:13:21 pm by NickD »

Offline Mattn

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Re: Low framerate at tactical combat
« Reply #1 on: February 15, 2008, 04:11:57 pm »
are you using the latest nvidia drivers? or the microshit drivers?

NickD

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Re: Low framerate at tactical combat
« Reply #2 on: February 15, 2008, 04:17:52 pm »
The latest NVIDIA drivers are used.
I've had some difficulties with many applications, so i've installed and updated everything. Now i didnt expirience any video problems with other software. Even UFO works okay, excluding only this feature.
I've also disabled Aero and started compability mode.

Offline Destructavator

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Re: Low framerate at tactical combat
« Reply #3 on: February 16, 2008, 05:53:48 pm »
I've noticed this too, with my desktop that has a NVIDIA 7300 LE video card while running the game on the Vista partition, although for me the slowdown occurs only while the view is near the dropship - If I scroll away to a different part of the battlescape the framerate rises dramatically.   What's even more strange is that when updating to the next released beta (not the main release) the problem comes and goes.  At first I thought is was a bug in the code that was then fixed, but some SVN revisions give me this problem while others do not.

If I have more time later I'll try to do some more testing and see if I can post a log or more info that might help lock down the issue.

EDIT: I also use NVIDIA's drivers, not MS.
« Last Edit: February 16, 2008, 05:55:46 pm by Destructavator »

NickD

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Re: Low framerate at tactical combat
« Reply #4 on: February 17, 2008, 11:37:52 am »
Yes, this is exactly the same problem!
If this can help, i've experienced some problems earlier with 3dsMax and other software when using NVIDIA DDS texture files. I've fixed the problem by installing a new versions of DDS plugins for programs where problem was found. But may be this have some connection with UFO FPS problem too?

P.S.
I've tried to install and run the game on my desktop system with Win XP and NVidia GeForce 3 Ti 200, everything works ok, fps are about 80 every time.
« Last Edit: February 17, 2008, 11:40:22 am by NickD »

Offline Krondor

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Re: Low framerate at tactical combat
« Reply #5 on: February 28, 2008, 10:39:58 am »
Hi, guys!
I have same problem   :(

I worked on GeForce 7600 GT, with nVidia drivers. 2 GB RAM. OS - WinXP

FPS is lower when camera catch units.

Offline Krondor

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Re: Low framerate at tactical combat
« Reply #6 on: February 28, 2008, 02:49:06 pm »
Upd:

Disable 1 cpu increase fps from 2.5 to 5.5
In new NVidia drivers (v 163.69) option "Threaded optimization" is not present

Danila

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Re: Low framerate at tactical combat
« Reply #7 on: March 18, 2008, 07:48:45 am »
Hello! I have installed UFO:AI v.2.2 and it works ok, but i've found something annoying:
In tactical combat mode , framerate drops to 2 per second. This is unaffected of the change of the the video mode, or of change of the all video options. I've spotted, if there is no my soldier in the screen, the framerate rises (sometimes up to 60 fps). But in 95% of the time, the game is almost unplayable because of lag.
Do someone experience the same problems, and is this a bug?
Can it be corrected some way?

+1
0,5 - 2 ! FPS ! My conf Athlon 64 3800+ 2 gig memory Nvidia 8800 GTS

Offline BTAxis

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Re: Low framerate at tactical combat
« Reply #8 on: March 18, 2008, 01:29:16 pm »
This may not prove to be a help, but have you tried fiddling with the options in the driver's control panel (you can find this in your display settings)? Especially things like wait for vertical sync. I've had FPS issues in gtkradiant, and that got a whole lot better when I disabled vsync in the driver settings. Other settings may have an effect as well, so experiment.

Danila

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Re: Low framerate at tactical combat
« Reply #9 on: March 19, 2008, 03:52:25 am »
i disable  v.sinc, FPS 4-5 !  cool!  :'(

Offline wrwrwr

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Re: Low framerate at tactical combat
« Reply #10 on: March 20, 2008, 07:57:25 am »
Not much help probably too, but you should be able to find ufoconsole.log file (here you can find info on locations: http://ufoai.ninex.info/wiki/index.php/Bugs). There's a lot of info on video configuration detected by the game there, so it may be a good start.

Offline Mattn

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Re: Low framerate at tactical combat
« Reply #11 on: March 20, 2008, 08:35:34 am »
what's your desktop resolution and depth?

Danila

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Re: Low framerate at tactical combat
« Reply #12 on: March 21, 2008, 08:28:18 am »
desktop 1920 1200 32 bit

------- video initialization -------
SDL version: 1.2.11
I: desktop depth: 32bpp
I: setting mode 6: 1024x768 (fullscreen: no)
I: got 8 bits of stencil
I: got 24 bits of depth buffer
I: got double buffer
I: got 8 bits for red
I: got 8 bits for green
I: got 8 bits for blue
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce 8800 GTS/PCI/SSE2/3DNOW!
GL_VERSION: 2.1.1
GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_bindable_uniform GL_EXT_depth_bounds_test GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_timer_query GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
ignoring GL_EXT_LockArrays
using GL_ARB_multitexture
using GL_EXT_texture_env_combine
GL_SGIS_multitexture not found
ignoring GL_ARB_texture_compression
ignoring GL_EXT_texture_filter_anisotropic
using GL_EXT_texture_lod_bias
using GL_EXT_stencil_wrap
using GL_EXT_fog_coord
GL_ATI_separate_stencil not found
using GL_EXT_stencil_two_side
max texture size: detected 8192
but using 4096 as requested
SDL_ttf version 2.0.7 - we need at least 2.0.7

------- sound initialization -------
SDL_mixer version: 1.2.8
...audio rate: 44100
...audio channels: 2
...driver: 'dsound'

--- save subsystem initialization --
added size subsystem (check ff)
added base subsystem (check 0)
added campaign subsystem (check 1)
added hospital subsystem (check 2)
added market subsystem (check 3)
added research subsystem (check 4)
added employee subsystem (check 5)
added aliencont subsystem (check 6)
added production subsystem (check 7)
added aircraft subsystem (check 8)
added messagesystem subsystem (check 9)
added stats subsystem (check a)
added nations subsystem (check b)
added transfer subsystem (check c)

----------- parse scripts ----------
Shared Client/Server Info loaded
... 94 items parsed
... 31 damage types parsed
... 52 map definitions parsed
... 25 equipment definitions parsed
... 10 inventory definitions parsed
... 22 team definitions parsed
CL_LanguageInit()... language settings are stored in configuration: en
123 static models loaded
====== UFO Initialized ======

Priority changed to HIGH
Found 2 processors
Only use the first core
Switch grab input off
S_Music_Start: Playing music: 'music/PsymongN3'
I: setting mode 6: 1024x768 (fullscreen: yes)
R_InitGraphics: Could not set to fullscreen mode

------- video initialization -------
SDL version: 1.2.11
I: desktop depth: 32bpp
I: setting mode 6: 1024x768 (fullscreen: yes)
I: got 8 bits of stencil
I: got 24 bits of depth buffer
I: got double buffer
I: got 8 bits for red
I: got 8 bits for green
I: got 8 bits for blue
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce 8800 GTS/PCI/SSE2/3DNOW!
GL_VERSION: 2.1.1
GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_bindable_uniform GL_EXT_depth_bounds_test GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_timer_query GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
ignoring GL_EXT_LockArrays
using GL_ARB_multitexture
using GL_EXT_texture_env_combine
GL_SGIS_multitexture not found
ignoring GL_ARB_texture_compression
ignoring GL_EXT_texture_filter_anisotropic
using GL_EXT_texture_lod_bias
using GL_EXT_stencil_wrap
using GL_EXT_fog_coord
GL_ATI_separate_stencil not found
using GL_EXT_stencil_two_side
max texture size: detected 8192
but using 4096 as requested
SDL_ttf version 2.0.7 - we need at least 2.0.7
...registering 10 fonts
Could not set mission aircraft
Loading savegame
...version: 2
...game version: 2.2
Changing to Singleplayer
Global data loaded - size 5204572 bytes
...techs: 165
...buildings: 21
...ranks: 16
...nations: 8

Load 'slotquick'
...subsystem 'size' - loaded 101 bytes
...subsystem 'base' - loaded 12874 bytes
Activate stage intro
......warning: Set with no missions (stop)
...subsystem 'campaign' - loaded 331 bytes
...subsystem 'hospital' - loaded 0 bytes
...subsystem 'market' - loaded 2899 bytes
...subsystem 'research' - loaded 7882 bytes
...subsystem 'employee' - loaded 9870 bytes
...subsystem 'aliencont' - loaded 0 bytes
...subsystem 'production' - loaded 59 bytes
...subsystem 'aircraft' - loaded 1976 bytes
...subsystem 'messagesystem' - loaded 7695 bytes
...subsystem 'stats' - loaded 28 bytes
...subsystem 'nations' - loaded 1248 bytes
...subsystem 'transfer' - loaded 86400 bytes
File 'slotquick' loaded.
Changing to Singleplayer
S_Music_Start: Playing music: 'music/van_geoscape'
Save 'slotquick'
...subsystem 'size' - saved 101 bytes
...subsystem 'base' - saved 12978 bytes
...subsystem 'campaign' - saved 331 bytes
...subsystem 'hospital' - saved 0 bytes
...subsystem 'market' - saved 2899 bytes
...subsystem 'research' - saved 7882 bytes
...subsystem 'employee' - saved 9870 bytes
...subsystem 'aliencont' - saved 0 bytes
...subsystem 'production' - saved 59 bytes
...subsystem 'aircraft' - saved 1504 bytes
...subsystem 'messagesystem' - saved 7772 bytes
...subsystem 'stats' - saved 28 bytes
...subsystem 'nations' - saved 1248 bytes
...subsystem 'transfer' - saved 86400 bytes
Campaign 'QuickSave' saved.
==== InitGame ====
checksum for the map 'mart05n': 1951765973
ufo script checksum 1002310734
Created AI player (team 0)
Created AI player (team 7)
-------------------------------------
Connecting to localhost...
Map: mart05n
S_Music_Start: Playing music: 'music/PsymongO4'
Starting the game...
 has joined team 0
(player 0) It's team 1's round
 has taken control over team 1.
S_Music_Start: Playing music: 'music/van_geoscape'
I: setting mode 3: 640x480 (fullscreen: yes)

------- video initialization -------
SDL version: 1.2.11
I: desktop depth: 32bpp
I: setting mode 3: 640x480 (fullscreen: yes)
I: got 8 bits of stencil
I: got 24 bits of depth buffer
I: got double buffer
I: got 8 bits for red
I: got 8 bits for green
I: got 8 bits for blue
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce 8800 GTS/PCI/SSE2/3DNOW!
GL_VERSION: 2.1.1
GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_bindable_uniform GL_EXT_depth_bounds_test GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_timer_query GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
ignoring GL_EXT_LockArrays
using GL_ARB_multitexture
using GL_EXT_texture_env_combine
GL_SGIS_multitexture not found
ignoring GL_ARB_texture_compression
ignoring GL_EXT_texture_filter_anisotropic
using GL_EXT_texture_lod_bias
using GL_EXT_stencil_wrap
using GL_EXT_fog_coord
GL_ATI_separate_stencil not found
using GL_EXT_stencil_two_side
max texture size: detected 8192
but using 4096 as requested
SDL_ttf version 2.0.7 - we need at least 2.0.7
...registering 10 fonts
Map: mart05n
Can't perform action - weapon already fully loaded with the same ammunition!
Can't perform action - weapon already fully loaded with the same ammunition!
Can't perform action - weapon already fully loaded with the same ammunition!
Can't perform action - weapon already fully loaded with the same ammunition!
Team 1 ended round, team 7's round started!
Team 7 ended round, team 0's round started!
Team 0 ended round, team 1's round started!
==== ShutdownGame ====
Game exit
Save user settings to C:\Documents and Settings\Danila\Application Data\UFOAI/2.2/base/config.cfg


« Last Edit: March 21, 2008, 08:33:53 am by Danila »

Offline Mattn

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Re: Low framerate at tactical combat
« Reply #13 on: March 21, 2008, 08:41:53 am »
could you please try the latest beta installer from http://mattn.ninex.info? it might be a little unstable and is quite some days old - but it features a new renderer. i would really like to know whether this problem is history with the new code.

Danila

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Re: Low framerate at tactical combat
« Reply #14 on: March 25, 2008, 07:45:29 am »
res 1920 fps 25

:)