PlaneShift

Support => Technical Help: IN GAME bugs (after loading world) => Topic started by: Rolf Blacksmith on July 09, 2006, 11:43:22 pm

Title: Framerate cripples when looking towards cave entrance to Bronze Doors
Post by: Rolf Blacksmith on July 09, 2006, 11:43:22 pm
When I look towards the big cavern opening between the waterfall and the open land, PS literally becomes a dia-show. I get about 2 FPS if I'm lucky. this always happens when I look in the direction of the opening, even if I don't actually see anything of it, and it happens from any angles, be it from outside or from within.

Has anyone else experienced something similar?
It could be that something is wrong on my client, since I had to insert the data dir manually into the PS folder as the linux package is incomplete.
Still it is strange ...

System:
AMD Athlon 1700
1 GB Ram
Kernel 2.6.17
GeForce 6600
Title: Re: Framerate cripples when looking towards cave entrance to Bronze Doors
Post by: Kymizer on July 10, 2006, 12:15:48 am
there were just some new updates, at least for the windows version.  Have you downloaded those yet from the updater??
Title: Re: Framerate cripples when looking towards cave entrance to Bronze Doors
Post by: Rolf Blacksmith on July 10, 2006, 12:26:16 am
Nope.
I touched the updater once with the new version and regretted it. Had to reinstall PS after that.
Maybe I'll try the CVS version, but not today ...
Title: Re: Framerate cripples when looking towards cave entrance to Bronze Doors
Post by: Kymizer on July 10, 2006, 12:29:06 am
okie doke, i wish you good luck!
Title: Re: Framerate cripples when looking towards cave entrance to Bronze Doors
Post by: Easton on July 10, 2006, 03:58:56 am
i have the same thing. im on windows though. my framerate drops completely. if im lucky my client won't freeze for a few minutes, but it always ends up the same way.. apparently its a known bug and its within CS so they have to find Jorrit or someone to fix the problem. That what i hear at least..

Easton
Title: Re: Framerate cripples when looking towards cave entrance to Bronze Doors
Post by: Wired_Crawler on July 10, 2006, 02:35:30 pm
I had the same problem not only with Bronze Door area, but also with most portals in all maps. The way I fixed it is there: -> about portals and low performance (http://hydlaa.com/smf/index.php?topic=23675.msg269039#msg269039).

Additional note: Planeshift does not use directories <ps install dir>/data/config and <ps install dir>/data/shader. It uses $CRYSTAL/data/config and $CRYSTAL/data/shader (if $CRYSTAL=<ps install dir> it doesn't matter). This reminds me of problems of (windows) users, which had CRYSTAL variable set pointing to CrystalSpace installation directory (weird looking textures, weird colors).
So, if you have set environmental variable CRYSTAL and you use binary distribution of Planeshift, unset CRYSTAL before starting the game.

If it does not help You, try to download older versions of files data/shader/std_lighting.xml and data/shader/snippets/std_lighting.cscg (they must be versions not changed after 23.03.2006) from CS SVN repository (http://svn.sourceforge.net/viewcvs.cgi/crystal/CS/trunk) and put them in appropriate places.
Title: Re: Framerate cripples when looking towards cave entrance to Bronze Doors
Post by: Rolf Blacksmith on July 12, 2006, 12:14:18 am
Installing the Nvidia CG Toolkit didn't help anything.
I'll try the mentioned older files.
Title: Re: Framerate cripples when looking towards cave entrance to Bronze Doors
Post by: Gondric on July 12, 2006, 04:55:36 am
i get the slow but it goes down to bout 5/sec i can stil play quite easily with it tho.
Title: Re: Framerate cripples when looking towards cave entrance to Bronze Doors
Post by: Wired_Crawler on July 12, 2006, 09:00:28 am
Installing the Nvidia CG Toolkit didn't help anything.

Judging from the following words:
... as the linux package is incomplete.

you are using binary distribution. Remember, that libraries from Cg toolkit (libCg.so and libCgGL.so) must go to subdirectory "libs" in PS installation directory (or "lib" in case of Induane's version). I have checked binary installers of PS and I can confirm, that they use libraries from older version of Cg toolkit.
NVidia also recommends using latest graphics driver, so update if You have older one.
Title: Re: Framerate cripples when looking towards cave entrance to Bronze Doors
Post by: LigH on July 12, 2006, 07:40:46 pm
Well, of course, looking at the waterfall makes PlaneShift slower.

But fortunately, I don't have any GPU which is loaded of hardly necessary shader effects. I prefer to move the camera away (mouse wheel) and look rather downwards until I am near the entrance.

My system and setup:

AMD Duron 800, 512 MB RAM; GeForce2 GTS, 32 MB; 1280x960@32bpp; no FSAA.
Title: Re: Framerate cripples when looking towards cave entrance to Bronze Doors
Post by: Wired_Crawler on July 12, 2006, 10:40:06 pm
Well, of course, looking at the waterfall makes PlaneShift slower.

Yes, of course, but it is not the main cause (at least for me). The effect is the same for most portals. "Inner" and "outer" parts of bronzedoors map are in different sectors connected through big portal.

A little demonstration. It is in DR, but I get similar results also for Bronze Doors region. Look at FPS counter in left lower corner (displayed by bugplug)

1) libCg.so and libCgGL.so from last unofficial binary distribution for Linux, I can't even figure out, what version of Cg it is (files size does not match any of 1.2.1, 1.4.0, 1.4.1, 1.5beta1, 1.5beta2); result also applies (more or less) for version 1.4.0
(http://img76.imageshack.us/img76/7229/slow4ov.th.jpg) (http://img76.imageshack.us/my.php?image=slow4ov.jpg)

2) libCg.so and libCgGL.so from Cg toolkit 1.4.1
(http://img76.imageshack.us/img76/9812/fast2ig.th.jpg) (http://img76.imageshack.us/my.php?image=fast2ig.jpg)

43.31/6.49=6.67x more fps in case 2 :woot:. Nvidia GeForce FX 5600
Title: Re: Framerate cripples when looking towards cave entrance to Bronze Doors
Post by: Rolf Blacksmith on July 12, 2006, 10:46:40 pm
Well, good to know ...

The linux binary doesn't work right now, anyway, so I can't do much testing with the new libs right now (compiling loads of other stuff right now, so now source client, either).
But thanks for the advice, anyway! :-)