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vladislavbelov

WFG Programming Team
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Posts posted by vladislavbelov

  1. On 14/09/2023 at 3:25 PM, krt0143 said:

    All right, the easiest way to reproduce the problem is apparently working for a longer time on a big map.

    Today I've spent about 2-3 hours on a "Giant" sized map (from scratch, not a modified random map), I saved often, but when at some point I decided to quit the Editor, it gave it's usual "Assertion failed: "ms_singleton"" error, this time accusing a different texture.  :shrug:

     

    Still no dump, but here is the crash report:

      Reveal hidden contents

     

    Thank you! I'll try to reproduce.

  2. 47 minutes ago, Vantha said:

    I think the problem lies on my end. I have installed two different versions of 0ad at once (probably not the correct way), by deleting, adding and replacing folders during the installation process. This might have messed things up.

    Usually it shouldn't affect Vulkan.

    47 minutes ago, Vantha said:

    Yes, my hardware supports vulkan. Installing Vulkan manually did not solve the issue.

    That's interesting, as workaround you might check that file C:\Windows\System32\vulkan-1.dll exists. And if it does you could copy that file to the 0 A.D. binaries folder (near to pyrogenesis.exe): path/to/0ad/binaries/system/.

  3. On 05/09/2023 at 11:31 AM, hyperion said:

    There is a quality option for textures, if set to sad there should indeed be done what can to reduce memory requirements, but if set to stellar it would be a shame to compromise historical accuracy to this extent.

    Unfortunately that option doesn't affect CPU cost of a pipeline state switches.

  4. 1 hour ago, krt0143 said:

    That been said, according to the linked thread, progress is glacial at best.

    Yes, it's not a fast process. We're pretty limited in available developers but we're still moving forward.

    1 hour ago, krt0143 said:
    Assertion failed: "!EntityExists(ent)"
    Location: ComponentManager.cpp:770 (AllocateEntityHandle)
    (lots of stack info I didn't memorize)

    It looks similar to #6658, so it might be a template problem rather an out of memory.

    1 hour ago, krt0143 said:

    What do you need? What is "GBD"?

    GDB is a debugger, it also allows to retrieve a stack information.

  5. 14 hours ago, hyperion said:

    Giant certainly will crash.

    It's not entirely correct. OOM crashes highly depend on a map. I don't remember any local crash because of OOM during first few minutes on a random map.

    1 hour ago, krt0143 said:

    Why don't they (also) compile it in 64-bit?

    It's a complicated process and we're working on that: #2611

    1 hour ago, krt0143 said:

    Anyway, unless Linux allows big maps the point is moot: I tried creating aforementioned "Caledonian meadows" random map in "giant" (not even "huge") and the Linux map editor crashed just the same. :(

    I successfully generated that map in a "Giant" size and it consumes 1.6 GB (there is a room before 3GB/4GB depending on a Windows version) on Windows when revealed and the whole map is visible. So a reason of your crash doesn't seem in a regular out of memory. Could you share you system info, crash files and run the game with GDB to retrieve a stack?

  6. 3 hours ago, Vantha said:

    And yes, I have already checked, all my drivers are up-to-date.

    You need to make sure that your video card supports Vulkan.

    Here's a list for NVIDIA: https://developer.nvidia.com/vulkan-driver, here's a list for AMD: https://www.amd.com/en/technologies/vulkan (scroll to the bottom), here's a list for Intel: https://www.intel.com/content/www/us/en/support/articles/000005524/graphics.html.

    If you're able to find your video-card there but it doesn't work then you could try to install Vulkan run-time directly: https://vulkan.lunarg.com/sdk/home#windows

  7. 20 hours ago, wowgetoffyourcellphone said:

    I think from things @vladislavbelov has said, it would be better for graphics RAM to have a few more actors and models than to have yet another large texture (texture switching and loading taxing the graphics card heavily). I know @Stan` suggested one new texture, but let's see what Vlad says.

    Generally yes, it's better to avoid many textures. Also it's possible to combine a single 2k texture from 4x 1k textures if it'll be reused for many actors with the same material.

    • Like 1
  8. 17 minutes ago, hyperion said:

    @vladislavbelov,

    as told on phab, those grasses also cause flickering for me under camera movement, neither renderer backend nor various graphic options matter. The attached video doesn't faithfully reproduce the issue but that is the best I managed to do playing with capture and encoding options.

    Yeah, it's a known thing. You might find it for some trees as well. First of all we need to adjust DDS converting (nvtt or compressonator) to preserve alpha correctly.

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