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Messages - Lux, The Janitor

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I see. Very informative, thanks.


Why not allow players to choose between DX & OGL on Windows machines, though? Running purely on OpenGL is a risky move, I think. Most of the software I've tried to run with OpenGL under Windows either loses a lot of performance or will not run at all while running it in OpenGL under Wine in a Linux environment (Kubuntu, in my case) with the very same computer actually increased the performance of the very same programs in several cases.

It could be that the bottleneck for PS in Windows isn't the engine (or even related to the game code at all), but the choice of method to process the graphics in an environment that doesn't really support OpenGL at all. (I realize that ATI & nVidia tries to maintain OpenGL support in their Windows drivers, but as far as I can see it's not working out too great)
I wouldn't be surprised of bad OpenGL support is a purposeful move from Microsoft either. After all, their DirectX is totally superior in every way imaginable. Completely. Right...

Have to stop now before I start a rant about Microsoft long enough to fill a novel.


[edit]: Might be good to know that the software I've tested usually run on DX & not OpenGL.

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The whole issue with random crashes & low performance on high-end hardware seems rather strange, because I haven't noticed any crashes or errors at all after I had set my graphics options to a reasonable setting, my hardware in mind. I'm running with pretty decent FPS all the time with a rig optimized for music composition (not really a gaming rig, no) with 6GB of DDR3 RAM, a dual-core Intel 2.4ghz CPU, an ATI Radeon HD card & Win7 x64. (and obviously I'm using the 64-bit PS client)

I do, however, want to express my concerns about the game's overall performance when compared to other, logically more demanding games. For instance, I have slightly *MORE* average FPS in Just Cause 2 than I have in Planeshift (which has outdated graphics) and my computer is using 1/3 less resources running Just Cause 2 than it does with Planeshift. The only conclusion is that there must indeed be a bug in the game engine & issues with the way it renders the graphics (as someone stated before me). JC2 also uses DX10 which, I've noticed, is more demanding on my hardware than DX9. Yet another thing that makes little sense.


I'm wondering, though - is PlaneShift using a back-to-front stencil buffer? It's a silly question considering it runs in OpenGL as well as DirectX, but it would explain the graphical issues if that stencil buffer is somehow running alongside the other two.
I'm not sure on what might be causing the crashes a lot of you seem to be having.


Nor am I really inversed in the code to begin with...

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