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Game increases speed and FPS freezes


Mr.lie
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12 minutes ago, Mr.lie said:

 

i have several times tried to recompile following https://trac.wildfiregames.com/wiki/BuildInstructions, because i'm very interested in programming (i'm a semi-professional programmer mainly in VB). Therefore i use Visual Studio Community 2017 and failed every time, because at that time 0ad only uses VC 2015. Then i installed Visual Studio 2015, but the build-process also failed (perhaps because i had VS2017 installed first).

If you give us the error we might be able to help :)

Looking forward to your video for speedup slowdown, it's important for AMD guys because they claimed they could not reproduce.

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Hi,

i'm very glad. Just i tried to recompile the game after applying "D2642" with VS2017 and what can i say: it's worked out :yahoo: (except the red one)

Spoiler

 

Output-File:

1>------ Neues Erstellen gestartet: Projekt: Collada, Konfiguration: Release Win32 ------
2>------ Neues Erstellen gestartet: Projekt: atlas, Konfiguration: Release Win32 ------
3>------ Neues Erstellen gestartet: Projekt: engine, Konfiguration: Release Win32 ------
4>------ Neues Erstellen gestartet: Projekt: graphics, Konfiguration: Release Win32 ------
5>------ Neues Erstellen gestartet: Projekt: gui, Konfiguration: Release Win32 ------
6>------ Neues Erstellen gestartet: Projekt: lobby, Konfiguration: Release Win32 ------
7>------ Neues Erstellen gestartet: Projekt: lowlevel, Konfiguration: Release Win32 ------
8>------ Neues Erstellen gestartet: Projekt: mocks_real, Konfiguration: Release Win32 ------
9>------ Neues Erstellen gestartet: Projekt: mocks_test, Konfiguration: Release Win32 ------
10>------ Neues Erstellen gestartet: Projekt: mongoose, Konfiguration: Release Win32 ------
11>------ Neues Erstellen gestartet: Projekt: network, Konfiguration: Release Win32 ------
12>------ Neues Erstellen gestartet: Projekt: scriptinterface, Konfiguration: Release Win32 ------
13>------ Neues Erstellen gestartet: Projekt: simulation2, Konfiguration: Release Win32 ------
14>------ Neues Erstellen gestartet: Projekt: tinygettext, Konfiguration: Release Win32 ------
1>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.CppClean.targets(76,5): warning : Der Zugriff auf den Pfad "c:\users\mr.lie\appdata\local\0ad\binaries\system\collada.dll" wurde verweigert.
1>precompiled.cpp
2>precompiled.cpp
8>mocks_real.cpp
3>precompiled.cpp
7>precompiled.cpp
10>mongoose.cpp
4>precompiled.cpp
12>precompiled.cpp
11>precompiled.cpp
5>precompiled.cpp
6>precompiled.cpp
9>mocks_test.cpp
13>precompiled.cpp
14>precompiled.cpp
10>mongoose.vcxproj -> C:\Users\Mr.lie\AppData\Local\0ad\build\workspaces\vc2015\..\..\..\binaries\system\mongoose.lib
9>mocks_test.vcxproj -> C:\Users\Mr.lie\AppData\Local\0ad\build\workspaces\vc2015\..\..\..\binaries\system\mocks_test.lib
8>mocks_real.vcxproj -> C:\Users\Mr.lie\AppData\Local\0ad\build\workspaces\vc2015\..\..\..\binaries\system\mocks_real.lib
14>dictionary.cpp
1>CommonConvert.cpp
14>dictionary_manager.cpp
14>iconv.cpp
14>language.cpp
14>log.cpp
14>plural_forms.cpp
14>po_parser.cpp
14>tinygettext.cpp
14>unix_file_system.cpp
6>L10n.cpp
6>Globals.cpp
1>DLL.cpp
1>Decompose.cpp
1>GeomReindex.cpp
1>Maths.cpp
1>PMDConvert.cpp
1>PSAConvert.cpp
1>StdSkeletons.cpp
1>XMLFix.cpp
4>Camera.cpp
4>CameraController.cpp
4>CinemaManager.cpp
4>ColladaManager.cpp
6>StanzaExtensions.cpp
6>XmppClient.cpp
6>GlooxScriptConversions.cpp
6>JSInterface_Lobby.cpp
6>pkcs5_pbkdf2.cpp
3>L10n.cpp
4>Color.cpp
4>Decal.cpp
4>Font.cpp
4>FontManager.cpp
4>FontMetrics.cpp
4>Frustum.cpp
4>GameView.cpp
4>HFTracer.cpp
12>ScriptConversions.cpp
12>ScriptInterface.cpp
3>JSInterface_L10n.cpp
3>BoundingBoxAligned.cpp
3>BoundingBoxOriented.cpp
3>BoundingSphere.cpp
3>Brush.cpp
3>Fixed.cpp
3>MD5.cpp
3>Matrix3D.cpp
3>NUSpline.cpp
3>Noise.cpp
3>Plane.cpp
3>Quaternion.cpp
3>Sqrt.cpp
4>HeightMipmap.cpp
4>ICameraController.cpp
4>LOSTexture.cpp
4>LightEnv.cpp
12>ScriptRuntime.cpp
12>ScriptStats.cpp
13>Simulation2.cpp
3>Vector3D.cpp
3>JSInterface_Network.cpp
5>CGUI.cpp
13>CCmpAIManager.cpp
13>CCmpCinemaManager.cpp
13>CCmpCommandQueue.cpp
13>CCmpDecay.cpp
13>CCmpFootprint.cpp
13>CCmpMinimap.cpp
13>CCmpMotionBall.cpp
13>CCmpObstruction.cpp
13>CCmpObstructionManager.cpp
13>CCmpOverlayRenderer.cpp
13>CCmpOwnership.cpp
13>CCmpParticleManager.cpp
13>CCmpPathfinder.cpp
13>CCmpPosition.cpp
13>CCmpProjectileManager.cpp
5>CGUIScrollBarVertical.cpp
5>CGUISetting.cpp
5>CGUISprite.cpp
5>CGUIText.cpp
5>GUIManager.cpp
5>GUIMatrix.cpp
5>GUIRenderer.cpp
5>GUIStringConversions.cpp
5>GUITooltip.cpp
5>IGUIScrollBar.cpp
5>IGUIButtonBehavior.cpp
5>IGUIObject.cpp
5>IGUIScrollBarOwner.cpp
5>IGUITextOwner.cpp
5>CButton.cpp
3>ArchiveBuilder.cpp
3>CConsole.cpp
3>CLogger.cpp
3>CStr.cpp
3>CStrIntern.cpp
5>CChart.cpp
4>MapGenerator.cpp
3>CacheLoader.cpp
3>Compress.cpp
3>ConfigDB.cpp
4>MapIO.cpp
4>MapReader.cpp
3>DllLoader.cpp
3>Errors.cpp
5>CCheckBox.cpp
4>MapWriter.cpp
3>FileIo.cpp
3>Filesystem.cpp
3>GUID.cpp
3>Game.cpp
5>CDropDown.cpp
3>Atlas.cpp
5>CImage.cpp
3>CmdLineArgs.cpp
5>CInput.cpp
3>Config.cpp
5>CList.cpp
4>Material.cpp
5>CMiniMap.cpp
5>COList.cpp
3>GameSetup.cpp
3>HWDetect.cpp
3>Paths.cpp
3>Globals.cpp
13>CCmpRallyPointRenderer.cpp
3>Hotkey.cpp
3>Joystick.cpp
3>KeyName.cpp
5>CProgressBar.cpp
13>CCmpRangeManager.cpp
13>CCmpRangeOverlayRenderer.cpp
4>MaterialManager.cpp
13>CCmpSelectable.cpp
3>Loader.cpp
4>MeshManager.cpp
13>CCmpSoundManager.cpp
3>Mod.cpp
13>CCmpTemplateManager.cpp
11>NetClient.cpp
11>NetClientTurnManager.cpp
11>NetFileTransfer.cpp
11>NetHost.cpp
11>NetMessage.cpp
11>NetMessageSim.cpp
11>NetServer.cpp
11>NetServerTurnManager.cpp
11>NetSession.cpp
11>NetStats.cpp
11>StunClient.cpp
11>fsm.cpp
3>ModInstaller.cpp
5>CRadioButton.cpp
4>MiniPatch.cpp
3>ModIo.cpp
5>CSlider.cpp
3>Profile.cpp
5>CText.cpp
4>Model.cpp
3>ProfileViewer.cpp
13>CCmpTerrain.cpp
13>CCmpTerritoryInfluence.cpp
5>CTooltip.cpp
4>ModelAbstract.cpp
4>ModelDef.cpp
5>GuiScriptConversions.cpp
13>CCmpTerritoryManager.cpp
4>ObjectBase.cpp
5>JSInterface_GUIManager.cpp
4>ObjectEntry.cpp
14>tinygettext.vcxproj -> C:\Users\Mr.lie\AppData\Local\0ad\build\workspaces\vc2015\..\..\..\binaries\system\tinygettext.lib
5>JSInterface_GUISize.cpp
3>Profiler2.cpp
13>CCmpTest.cpp
13>CCmpUnitMotion.cpp
5>JSInterface_IGUIObject.cpp
5>ScriptFunctions.cpp
4>ObjectManager.cpp
5>CGUIColor.cpp
5>CGUISize.cpp
13>CCmpUnitRenderer.cpp
3>Profiler2GPU.cpp
5>CGUIString.cpp
5>L10n.cpp
4>Overlay.cpp
13>CCmpVision.cpp
4>ParticleEmitter.cpp
4>ParticleEmitterType.cpp
3>Pyrogenesis.cpp
13>CCmpVisualActor.cpp
3>Replay.cpp
3>SavedGame.cpp
13>CCmpWaterManager.cpp
13>ICmpAIInterface.cpp
3>Shapes.cpp
13>ICmpAIManager.cpp
3>TemplateLoader.cpp
13>ICmpAttack.cpp
13>ICmpCinemaManager.cpp
4>ParticleManager.cpp
3>ThreadUtil.cpp
13>ICmpCommandQueue.cpp
13>ICmpDecay.cpp
3>TouchInput.cpp
13>ICmpFogging.cpp
13>ICmpFootprint.cpp
4>Patch.cpp
13>ICmpGarrisonHolder.cpp
13>ICmpGuiInterface.cpp
13>ICmpIdentity.cpp
4>PreprocessorWrapper.cpp
3>UserReport.cpp
13>ICmpMinimap.cpp
13>ICmpMirage.cpp
13>ICmpMotion.cpp
3>Util.cpp
13>ICmpObstruction.cpp
4>ShaderDefines.cpp
13>ICmpObstructionManager.cpp
13>ICmpOverlayRenderer.cpp
13>ICmpOwnership.cpp
13>ICmpParticleManager.cpp
13>ICmpPathfinder.cpp
13>ICmpPlayer.cpp
13>ICmpPlayerManager.cpp
3>VideoMode.cpp
13>ICmpPosition.cpp
3>VisualReplay.cpp
13>ICmpProjectileManager.cpp
13>ICmpRallyPoint.cpp
4>ShaderManager.cpp
13>ICmpRallyPointRenderer.cpp
13>ICmpRangeManager.cpp
13>ICmpRangeOverlayRenderer.cpp
3>World.cpp
13>ICmpSelectable.cpp
13>ICmpSettlement.cpp
13>ICmpSound.cpp
13>ICmpSoundManager.cpp
2>ActorViewer.cpp
13>ICmpTemplateManager.cpp
2>Brushes.cpp
2>CommandProc.cpp
2>GameLoop.cpp
2>BrushHandlers.cpp
2>CameraCtrlHandlers.cpp
2>CinemaHandler.cpp
2>CommandHandlers.cpp
2>ElevationHandlers.cpp
2>EnvironmentHandlers.cpp
3>RelaxNG.cpp
2>GraphicsSetupHandlers.cpp
2>MapHandlers.cpp
2>MessageHandler.cpp
2>MiscHandlers.cpp
2>ObjectHandlers.cpp
2>PlayerHandlers.cpp
13>ICmpTerrain.cpp
13>ICmpTerritoryDecayManager.cpp
13>ICmpTerritoryInfluence.cpp
13>ICmpTerritoryManager.cpp
2>TerrainHandlers.cpp
4>ShaderProgram.cpp
13>ICmpTest.cpp
13>ICmpUnitMotion.cpp
13>ICmpUnitRenderer.cpp
13>ICmpUnknownScript.cpp
13>ICmpValueModificationManager.cpp
13>ICmpVisibility.cpp
2>InputProcessor.cpp
13>ICmpVision.cpp
13>ICmpVisual.cpp
13>ICmpWaterManager.cpp
13>CinemaPath.cpp
13>Geometry.cpp
13>HierarchicalPathfinder.cpp
13>LongPathfinder.cpp
13>PathGoal.cpp
2>MessagePasserImpl.cpp
13>Rasterize.cpp
2>Misc.cpp
13>Render.cpp
3>XMLWriter.cpp
13>Selection.cpp
2>Register.cpp
13>VertexPathfinder.cpp
2>SimState.cpp
4>ShaderProgramFFP.cpp
2>View.cpp
4>ShaderTechnique.cpp
13>EngineScriptConversions.cpp
3>XeroXMB.cpp
3>Xeromyces.cpp
13>JSInterface_Simulation.cpp
13>MessageTypeConversions.cpp
13>ScriptComponent.cpp
13>BinarySerializer.cpp
3>JSInterface_ConfigDB.cpp
13>DebugSerializer.cpp
3>JSInterface_Console.cpp
13>HashSerializer.cpp
4>SkeletonAnimDef.cpp
13>IDeserializer.cpp
3>JSInterface_Debug.cpp
4>SkeletonAnimManager.cpp
13>ISerializer.cpp
13>StdDeserializer.cpp
13>StdSerializer.cpp
13>CmpPtr.cpp
13>ComponentManager.cpp
13>ComponentManagerSerialization.cpp
4>SmoothedValue.cpp
4>Terrain.cpp
4>TerrainProperties.cpp
3>JSInterface_Game.cpp
4>TerrainTextureEntry.cpp
4>TerrainTextureManager.cpp
3>JSInterface_Main.cpp
13>DynamicSubscription.cpp
4>TerritoryBoundary.cpp
13>IComponent.cpp
4>TerritoryTexture.cpp
13>LocalTurnManager.cpp
13>ParamNode.cpp
13>ReplayTurnManager.cpp
13>SimContext.cpp
13>TurnManager.cpp
3>JSInterface_Mod.cpp
4>TextRenderer.cpp
3>JSInterface_ModIo.cpp
4>TextureConverter.cpp
4>TextureManager.cpp
3>JSInterface_SavedGame.cpp
4>Unit.cpp
3>JSInterface_UserReport.cpp
3>JSInterface_VFS.cpp
3>JSInterface_VisualReplay.cpp
4>UnitAnimation.cpp
4>UnitManager.cpp
4>JSInterface_GameView.cpp
3>SoundManager.cpp
4>AlphaMapCalculator.cpp
3>OggData.cpp
3>SoundData.cpp
4>DecalRData.cpp
4>HWLightingModelRenderer.cpp
3>ogg.cpp
3>CBufferItem.cpp
4>InstancingModelRenderer.cpp
3>CSoundBase.cpp
3>CSoundItem.cpp
4>MikktspaceWrap.cpp
4>ModelRenderer.cpp
3>CStreamItem.cpp
5>gui.vcxproj -> C:\Users\Mr.lie\AppData\Local\0ad\build\workspaces\vc2015\..\..\..\binaries\system\gui.lib
4>OverlayRenderer.cpp
4>ParticleRenderer.cpp
3>JSInterface_Sound.cpp
3>SoundGroup.cpp
3>format.cpp
4>PatchRData.cpp
4>PostprocManager.cpp
4>RenderModifiers.cpp
4>Renderer.cpp
4>RenderingOptions.cpp
4>Scene.cpp
4>ShadowMap.cpp
4>SilhouetteRenderer.cpp
4>SkyManager.cpp
4>TerrainOverlay.cpp
4>TerrainRenderer.cpp
4>TexturedLineRData.cpp
1>   Bibliothek "..\..\..\binaries\system\Collada.lib" und Objekt "..\..\..\binaries\system\Collada.exp" werden erstellt.
6>lobby.vcxproj -> C:\Users\Mr.lie\AppData\Local\0ad\build\workspaces\vc2015\..\..\..\binaries\system\lobby.lib
1>Collada.vcxproj -> C:\Users\Mr.lie\AppData\Local\0ad\build\workspaces\vc2015\..\..\..\binaries\system\Collada.dll
1>Collada.vcxproj -> ..\..\..\binaries\system\Collada.pdb (Full PDB)
4>TimeManager.cpp
1>Erstellen des Projekts Collada.vcxproj beendet.
4>VertexArray.cpp
12>scriptinterface.vcxproj -> C:\Users\Mr.lie\AppData\Local\0ad\build\workspaces\vc2015\..\..\..\binaries\system\scriptinterface.lib
4>VertexBuffer.cpp
4>VertexBufferManager.cpp
4>WaterManager.cpp
11>network.vcxproj -> C:\Users\Mr.lie\AppData\Local\0ad\build\workspaces\vc2015\..\..\..\binaries\system\network.lib
4>JSInterface_Renderer.cpp
7>arena.cpp
7>dynarray.cpp
7>freelist.cpp
7>headerless.cpp
2>atlas.vcxproj -> C:\Users\Mr.lie\AppData\Local\0ad\build\workspaces\vc2015\..\..\..\binaries\system\atlas.lib
7>page_aligned.cpp
7>pool.cpp
7>shared_ptr.cpp
7>unique_range.cpp
7>app_hooks.cpp
7>base32.cpp
7>bits.cpp
7>byte_order.cpp
7>debug.cpp
7>debug_stl.cpp
7>dbghelp.cpp
7>libsdl.cpp
7>archive.cpp
7>archive_zip.cpp
7>codec.cpp
7>codec_zlib.cpp
7>stream.cpp
7>file_loader.cpp
4>mikktspace.cpp
7>file_stats.cpp
7>real_directory.cpp
4>weldmesh.cpp
7>trace.cpp
7>file.cpp
4>OgreGLSLPreprocessor.cpp
7>file_system.cpp
7>io.cpp
7>write_buffer.cpp
7>vfs.cpp
7>vfs_lookup.cpp
13>simulation2.vcxproj -> C:\Users\Mr.lie\AppData\Local\0ad\build\workspaces\vc2015\..\..\..\binaries\system\simulation2.lib
7>vfs_path.cpp
7>vfs_populate.cpp
7>vfs_tree.cpp
7>vfs_util.cpp
7>fnv_hash.cpp
7>frequency_filter.cpp
7>input.cpp
7>lib.cpp
7>module_init.cpp
7>ogl.cpp
7>path.cpp
7>posix.cpp
7>rand.cpp
7>regex.cpp
7>cursor.cpp
7>ogl_tex.cpp
7>h_mgr.cpp
7>secure_crt.cpp
7>snd.cpp
7>status.cpp
7>svn_revision.cpp
7>acpi.cpp
7>ia32.cpp
7>apic.cpp
7>cache.cpp
7>msr.cpp
7>topology.cpp
7>x86_x64.cpp
7>cpu.cpp
7>gfx.cpp
7>mahaf.cpp
7>manifest.cpp
7>wcpu.cpp
7>wdbg.cpp
7>wdbg_heap.cpp
7>wdbg_sym.cpp
7>wdir_watch.cpp
7>wdll_delay_load.cpp
7>wdll_ver.cpp
7>wfirmware.cpp
7>wgfx.cpp
7>counter.cpp
7>hpet.cpp
7>pmt.cpp
7>qpc.cpp
7>tgt.cpp
7>tsc.cpp
7>whrt.cpp
7>winit.cpp
7>wiocp.cpp
7>wnuma.cpp
7>waio.cpp
7>wdlfcn.cpp
7>wfilesystem.cpp
7>wmman.cpp
7>wposix.cpp
7>wpthread.cpp
7>wtime.cpp
7>wutsname.cpp
7>wprofiler.cpp
7>wseh.cpp
7>wstartup.cpp
7>wsysdep.cpp
7>wutil.cpp
7>wversion.cpp
7>wvm.cpp
7>os_cpu.cpp
7>msc.cpp
7>smbios.cpp
7>tex.cpp
7>tex_bmp.cpp
7>tex_codec.cpp
7>tex_dds.cpp
7>tex_png.cpp
7>tex_tga.cpp
7>timer.cpp
7>utf8.cpp
7>wsecure_crt.cpp
3>engine.vcxproj -> C:\Users\Mr.lie\AppData\Local\0ad\build\workspaces\vc2015\..\..\..\binaries\system\engine.lib
4>graphics.vcxproj -> C:\Users\Mr.lie\AppData\Local\0ad\build\workspaces\vc2015\..\..\..\binaries\system\graphics.lib
7>lowlevel.vcxproj -> C:\Users\Mr.lie\AppData\Local\0ad\build\workspaces\vc2015\..\..\..\binaries\system\lowlevel.lib
15>------ Neues Erstellen gestartet: Projekt: pyrogenesis, Konfiguration: Release Win32 ------
16>------ Neues Erstellen gestartet: Projekt: test, Konfiguration: Release Win32 ------
15>main.cpp
16>Generating test_Camera.cpp
16>Generating test_Color.cpp
16>Generating test_LOSTexture.cpp
16>Generating test_MapGenerator.cpp
16>Generating test_MeshManager.cpp
16>Generating test_ShaderManager.cpp
16>Generating test_Terrain.cpp
16>Generating test_TextureConverter.cpp
16>Generating test_TextureManager.cpp
16>Generating test_GuiManager.cpp
16>Generating test_ParseString.cpp
16>Generating test_allocators.cpp
16>Generating test_headerless.cpp
16>Generating test_trace.cpp
16>Generating test_vfs_tree.cpp
16>Generating test_vfs_util.cpp
16>Generating test_posix.cpp
16>Generating test_tex.cpp
16>Generating test_ia32.cpp
16>Generating test_wdbg_sym.cpp
16>Generating test_rtl.cpp
16>Generating test_sysdep.cpp
16>Generating test_adts.cpp
16>Generating test_base32.cpp
16>Generating test_bits.cpp
16>Generating test_byte_order.cpp
16>Generating test_cache_adt.cpp
16>Generating test_fnv_hash.cpp
16>Generating test_lib.cpp
16>Generating test_path.cpp
16>Generating test_path_util.cpp
16>Generating test_rand.cpp
16>Generating test_regex.cpp
16>Generating test_secure_crt.cpp
16>Generating test_wchar.cpp
16>Generating test_Bound.cpp
16>Generating test_BoundingSphere.cpp
16>Generating test_Brush.cpp
16>Generating test_Fixed.cpp
16>Generating test_FixedVector2D.cpp
16>Generating test_FixedVector3D.cpp
16>Generating test_MD5.cpp
16>Generating test_Matrix3d.cpp
16>Generating test_Sqrt.cpp
16>Generating test_Net.cpp
16>Generating test_NetMessage.cpp
16>Generating test_CmdLineArgs.cpp
16>Generating test_RelaxNG.cpp
16>Generating test_XMLWriter.cpp
16>Generating test_XeroXMB.cpp
16>Generating test_Xeromyces.cpp
16>Generating stub_impl_hack.cpp
16>Generating test_CColor.cpp
16>Generating test_CLogger.cpp
16>Generating test_CStr.cpp
16>Generating test_ModIo.cpp
16>Generating test_fmt.cpp
16>Generating test_test.cpp
16>Generating test_ObjectToIDMap.cpp
16>Generating test_ScriptConversions.cpp
16>Generating test_ScriptInterface.cpp
16>Generating test_CinemaManager.cpp
16>Generating test_CommandQueue.cpp
16>Generating test_HierPathfinder.cpp
16>Generating test_ObstructionManager.cpp
16>Generating test_Pathfinder.cpp
16>Generating test_Position.cpp
16>Generating test_RangeManager.cpp
16>Generating test_TerritoryManager.cpp
16>Generating test_scripts.cpp
16>Generating test_CmpTemplateManager.cpp
16>Generating test_ComponentManager.cpp
16>Generating test_EntityMap.cpp
16>Generating test_ParamNode.cpp
16>Generating test_SerializeTemplates.cpp
16>Generating test_Serializer.cpp
16>Generating test_Simulation2.cpp
16>Generating test_pkcs5_pbkdf5.cpp
16>Generating test_Preprocessor.cpp
16>precompiled.cpp
15>   Bibliothek "..\..\..\binaries\system\pyrogenesis.lib" und Objekt "..\..\..\binaries\system\pyrogenesis.exp" werden erstellt.
16>test_Camera.cpp
16>test_Color.cpp
16>test_LOSTexture.cpp
16>test_MapGenerator.cpp
16>test_MeshManager.cpp
16>test_ShaderManager.cpp
16>test_Terrain.cpp
16>test_TextureConverter.cpp
16>test_TextureManager.cpp
16>test_GuiManager.cpp
16>test_ParseString.cpp
16>test_allocators.cpp
16>test_headerless.cpp
16>test_trace.cpp
16>test_vfs_tree.cpp
16>test_vfs_util.cpp
16>test_posix.cpp
16>test_tex.cpp
16>test_ia32.cpp
16>test_wdbg_sym.cpp
16>test_rtl.cpp
16>test_sysdep.cpp
16>test_adts.cpp
16>test_base32.cpp
16>test_bits.cpp
16>test_byte_order.cpp
16>test_cache_adt.cpp
16>test_fnv_hash.cpp
16>test_lib.cpp
16>test_path.cpp
16>test_path_util.cpp
16>test_rand.cpp
16>test_regex.cpp
16>test_secure_crt.cpp
16>test_wchar.cpp
16>test_Bound.cpp
16>test_BoundingSphere.cpp
16>test_Brush.cpp
16>test_Fixed.cpp
16>test_FixedVector2D.cpp
16>test_FixedVector3D.cpp
16>test_MD5.cpp
16>test_Matrix3d.cpp
16>test_Sqrt.cpp
16>test_Net.cpp
16>test_NetMessage.cpp
16>test_CmdLineArgs.cpp
16>test_RelaxNG.cpp
16>test_XMLWriter.cpp
16>test_XeroXMB.cpp
16>test_Xeromyces.cpp
16>stub_impl_hack.cpp
16>test_CColor.cpp
16>test_CLogger.cpp
16>test_CStr.cpp
16>test_ModIo.cpp
16>test_fmt.cpp
16>test_test.cpp
16>test_ObjectToIDMap.cpp
16>test_ScriptConversions.cpp
16>test_ScriptInterface.cpp
16>test_CinemaManager.cpp
16>test_CommandQueue.cpp
16>test_HierPathfinder.cpp
16>test_ObstructionManager.cpp
16>test_Pathfinder.cpp
16>test_Position.cpp
16>test_RangeManager.cpp
16>test_TerritoryManager.cpp
16>test_scripts.cpp
16>test_CmpTemplateManager.cpp
16>test_ComponentManager.cpp
16>test_EntityMap.cpp
16>test_ParamNode.cpp
16>test_SerializeTemplates.cpp
16>test_Serializer.cpp
16>test_Simulation2.cpp
16>test_root.cpp
16>test_setup.cpp
16>test_pkcs5_pbkdf5.cpp
16>test_Preprocessor.cpp
15>pyrogenesis.vcxproj -> C:\Users\Mr.lie\AppData\Local\0ad\build\workspaces\vc2015\..\..\..\binaries\system\pyrogenesis.exe
15>pyrogenesis.vcxproj -> ..\..\..\binaries\system\pyrogenesis.pdb (Full PDB)
16>   Bibliothek "..\..\..\binaries\system\test.lib" und Objekt "..\..\..\binaries\system\test.exp" werden erstellt.
16>test.vcxproj -> C:\Users\Mr.lie\AppData\Local\0ad\build\workspaces\vc2015\..\..\..\binaries\system\test.exe
16>test.vcxproj -> ..\..\..\binaries\system\test.pdb (Full PDB)
========== Alles neu erstellen: 16 erfolgreich, 0 fehlerhaft, 0 übersprungen ==========

 

 

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7 hours ago, OptimusShepard said:

@Mr.lie could you maybe use the Ryzen patch anyway? Every feedback to fix the problem is welcome ;)

https://code.wildfiregames.com/D2726

If you are interested in sharpening filter, you maybe want also to test this patch.

https://code.wildfiregames.com/D2642

Btw, you said, you don't like fxaa. Did you test fxaa + sharpening filter? Only using fxaa without sharpening is for me to blurry too.

Hi,

FYI: after applying "D2642" and starting the game with shadow-quality "High" this happens:

Mainlog:

WARNING: Framebuffer object incomplete: 0x8CD6

ERROR: GL error GL_OUT_OF_MEMORY (0x0505) occurred

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45 minutes ago, Stan` said:

Could be because you have shadows maxed out which require a huge amount of VRAM :)

No, Stan, i don't agree. After revert the patch https://code.wildfiregames.com/D2642

and reinstalled "reshade 4.6.1" (i had deinstalled this before applying the patch to have a clear oppinion what this patch does) the game runs with maximum settings without errors. i'm sure it has to do something with the "opengl32.dll". Remember in this regard our discussion in topic ERROR: GL error GL_OUT_OF_MEMORY (0x0505) occurred

 

Screenshot_17.thumb.png.fab7524d028e1c73c5b8dfa2a747cd9a.png

 

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  • 2 weeks later...
On 5/27/2020 at 1:12 PM, Stan` said:

Could you record a video on when that happen? (for AMD tech support)

 

 

 

 

Hello Stan,

today i played a game for some hours. Then i made a screenshot via "Lightshot". This app shows a notification after creating the screenshot and send the game to background. After returning to the game via (ALT-TAB) the lag (seen in the videos above) occurs. In the videos also all sounds freezes. If i switch again back to empty Desktop, the sounds seems to be normal until returning again to the game.

I'll hope this helps.

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4 hours ago, Lion.Kanzen said:

what impressive is your graphic specification @Mr.lie I make the wall texture in that marvel and looks like in great quality.

i've have followed the task

 

and was happy so see, that there would be again another great building from you artists ...:banana:

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16 hours ago, Stan` said:

Thanks! Unfortunately I had to send the message two days ago the deadline was too close. I'll make sure to send them the videos again if they need it :)

Reshade is really improving the look of things :)

IMPORTANT:

at the time the lag occurs, i had deactivated the Option "Background pause", i think this has to do something related to this phenomenon, because usually i have this option activated and the lag doesn't occur :unsure:

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6 hours ago, Mr.lie said:

IMPORTANT:

at the time the lag occurs, i had deactivated the Option "Background pause", i think this has to do something related to this phenomenon, because usually i have this option activated and the lag doesn't occur :unsure:

I can't confirm. I never changed this setting. Backround pause is always enabled, and I get this bug too. Maybe disabling this option will increase the possibility for the bug, I don't know.

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