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Stan`

0 A.D. Project Leader
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Everything posted by Stan`

  1. It could be that people like me who have a shared IP cannot access all the ports, because some of them are used for another router. STUN might try to use them though and give up? E.g. I cannot forward the 20595 port because it's given to another person with my IP
  2. Hey can you take a screenshot with F2 or a picture ? In the game options you might also switch to vulkan and or disable gpu skinning
  3. Can your rather make a gitea issue ? Thanks for the report though!
  4. See https://wildfiregames.com/forum/topic/128082-capture-buildings/?do=findComment&comment=593934
  5. https://trac.wildfiregames.com/export/28256/art_source/trunk/art/meshes and animations/skeletal/biped_meshes_and_animations.zip
  6. Because they were not accurate. Instead they should have been made a special upgrade to the Brit stable.
  7. That sounds like a bug. The limit should be global not per building. Also weren't kennels removed ?
  8. That sounds like the selection bug of Arch based linux using SDL3 through a compat layer (which is not supported by the game yet) Do you have evidence for this? https://code.wildfiregames.com/D1618
  9. I don't think it would make a big difference (Especially given you already replaced most of the textures in your mod). Do you have reason to believe the converse? The reason all meshes need all the maps now (though most of them use a very light 2x2 norm and spec), is because shader switching is expensive, and the game needed to switch many variants of the shame shaders depending on the texture maps. If you look at Godot or Unity (Godot is another FOSS engine) materials for instance, they all have all the maps. Since our engine is a bit different we're just a bit more explicit about it. Another big performance hit is the entity variation. Many different units means many different textures to load and unload on the GPU. In your case, if you force all the entities to use the same textures (not identical ones, the same file) you might see improved performance.
  10. I have a combat demo huge auto map here -> https://github.com/0ADMods/trailer_tools/tree/main/maps/scenarios (You can also tweak the script to change the units or to make a bigger battle.) Also if you want one player, you can just set the AI to unnasigned. IIRC just setting material quality to minimum will do that. Setting quality to lowest will also reduce the size of the textures by 8 or something.
  11. @Atrik @Seleucids @0 calories @MetaPhyZic Would you be so kind as to upload your userreport_hwdetect.txt there might be a hardware pattern. IIRC for instance @Dunedan only has an IGPU no dedicated. Maybe the performance improvement affected dedicated GPUs and not IGPUs. @Seleucids This is an SP game right ? So the stuttering cannot come from hash checks, since there aren't any. The snap will also run slower than the native package.
  12. Indeed. But it's a bit too good to be true. E.g. it doesn't explain this https://gitea.wildfiregames.com/0ad/0ad/issues/7589#issuecomment-112230 But that's the only SP report.
  13. Another interesting thing might be to drop them in a special a26 version and see if the game still performs better.
  14. Can you report this either in a gitea ticket or in langbarts ticket i linked in the other thread ? This way we can assign it to a28 and not forget about it in 8 months
  15. I mean does it show up as stuttering while it didn't in A26 or not. The question is whether there might be something else hiding
  16. That means the problem happened between A26 and the RC1. Do you experience the stutter with rC1 ?
  17. @real_tabasco_sauce did you try the rc1 before the sm update ?
  18. Mp replays will trigger hashes yes. Sp ones no. We agree on this Are those replays on replay pallas ? It could be a nice source for @wraitii and @Itms @wraitii why would the hash check freeze the UI ?
  19. Actually you have much more information than this. By pressing F11 you see the in game profiler aka Profiler1 which will give you a sense of what can be slow. If you press it multiple times, you'll see different informations. If you press Shift+F11, you take a snapshot of all this data in the form of a txt file called profile.txt you can send to us. If you press Shift F11 multiple times, you can send us multiple measurements. It gives you for instance the number of triangles for 3D models, but also the how many milliseconds the renderer takes per turn or the simulation. The lag shouldn't be affecting the game so much. It's not really network lag, that's the problem e.g you don't have a bandwidth problem since we're sending very little data. What you have is more of a ping issue where every player is expecting to give you news every 200ms and some fail to meet that deadline, so they have up to three turns to catch up (600ms)
  20. Hello. No the current limit of players is 8. There have been attempts to update it by @nani and @wraitii but it's not been included yet. See https://code.wildfiregames.com/D2667 "Giant" is also the biggest size you can have currently.
  21. cc @Langbart for https://gitea.wildfiregames.com/0ad/0ad/pulls/7510
  22. I don't remember that change. Wasn't it the case in A26. The fortress has a lesser role than the civil center iirc.
  23. Using profiler2 you can see the time spent in the pathfinder. Yes.
  24. Hey I do think @andy5995 hasn't submitted a new version yet.
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