Jump to content

OptimusShepard

Community Members
  • Posts

    191
  • Joined

  • Last visited

  • Days Won

    1

OptimusShepard last won the day on July 25 2018

OptimusShepard had the most liked content!

Profile Information

  • Location
    Germany

Recent Profile Visitors

4.237 profile views

OptimusShepard's Achievements

Sesquiplicarius

Sesquiplicarius (3/14)

103

Reputation

  1. That solves it. Thank you. Seems to Vulkan is a bit faster than OpenGL for me. Sahyadri Vulkan 20fps vs OpenGL 18fps (reproducible.
  2. Texture or shader quality doesn't change anything. My GPU memory usage is at 2GB when it crashes. My graphic card has 12GB VRAM. My last tests produced some new crashes/ error messages. I hope its my build, not your code that fails here. logs.zip
  3. Hi @vladislavbelov thank you for your greate work. I did some quick test with every graphic backend in Sahyadri, complete map visible. The game crashes reproducible when too many units were produced (I used "gift from the gods", it crashes around 400 units). It crashed with all backends. logs_vk.ziplogs_ogl.ziplogs_arb.zip I can't reproduce the crash with the release candidate A26.
  4. I totally agree with you. Having the menu not in the center is very uncomfortable when using a widescreen.
  5. The original works, yes. But maybe it's cutted in the top and the bottom.
  6. @maroder nice work, thank you. I tested it with my 32:9, seems like the backround is a bit broken.
  7. Additional if you use scaling in windows, you should chose 0A.D. properties -> compatibility-> high DPI settings -> activate override DPI scaling. And than use maybe a bigger "gui.scale" value.
  8. What do you mean when you are talking about RPGs? Are you talking about mechanics like in the Spellforce games? Maybe this will be doable as @wraitii committed D11.
  9. You're right, sorry. I guess if my current Ryzen has problems to run the game without lags, most computers wont it too. The drop down menu was only a suggestion as a compromise between numbers and the on/off switch. Currently I use,like @hyperion suggested, a modification of the sinking time. I could agree on this solution too.
  10. I think you didn't get my point. I suggested a limit of 100 units. As the corpse gets stacked on the battleground, you wont notice the popping. I can provide a video with such a limit this weekend. I don't get why you are against this feature? If you don't like it, don't use it. But only on/off is useless. Nearly nobody will chose "off". The feauture has a so high potential.
  11. Than tell me, what's the intention? How do you understand on/off? As I understand it means corpses as it actually is, or no corpses. The first option hast a big performance impact on battle (also on high end PCs), the other is fast but ugly. So my question is why not a third option in between?
  12. If I look to the survey, I think we need a compromise. People like @nani, me and some others see the greate chance to improve the performance by a not realy noticeable visual impact. Be able to chose a number means the complete choise for everyone. But I totaly understand the other faction who say that they only want to have a on/off switch because of complexity. There are people who have difficulties chosing the right options. So I want to suggest a drop down menu. Three options. One for corpses off, called "performance optimised". One for corpses on, called "quality optimised", and one option with a corpse limit of 100 called "balanced".
  13. Hm, nearly a half of the players seems to prefer on/off. But what is meant here? Does "Off" mean zero corpses, or does "Off" mean a fixed limit of corpses, e.g. 100?
  14. Thanks for your hard work. Take the time you need
×
×
  • Create New...