Slow frame rate, strange band at bottom of screen
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Slow frame rate, strange band at bottom of screen
I don't know if it's my computer or not, but Darwinia operates at 2 to 4 frames per second, and the mouse is incredibly unusable because of this.
Also, I'm sot sure if there's supposed to be an interface at all, because at the bottom of the screen there is a sort of scratchy band that goes from the left to center of the screen, it's about half an inch thick.
Also also, text doesn't display well, it's just white dots.
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SysInfoGenVersion: 2
CpuVendor: PowerPC 750
CpuModel: ppc750
Num Processors: 1
Country: Any
Language: en_US
Num sound devices: 1
Primary sound device: Built-in Audio
Graphics Card: ATY,RageM3
Operating System: Darwin 7.5.0
Also, I'm sot sure if there's supposed to be an interface at all, because at the bottom of the screen there is a sort of scratchy band that goes from the left to center of the screen, it's about half an inch thick.
Also also, text doesn't display well, it's just white dots.
--
SysInfoGenVersion: 2
CpuVendor: PowerPC 750
CpuModel: ppc750
Num Processors: 1
Country: Any
Language: en_US
Num sound devices: 1
Primary sound device: Built-in Audio
Graphics Card: ATY,RageM3
Operating System: Darwin 7.5.0
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- level1
- Posts: 37
- Joined: Thu Oct 21, 2004 7:03 pm
Mkay, here is a picture of that weird band thingy at the bottom of the screen, which disappears when I pause the game.
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It's a midrange white iBook from 2001:
Hardware Overview:
Machine Model: iBook
CPU Type: PowerPC 750 (22.14)
Number Of CPUs: 1
CPU Speed: 500 MHz
L2 Cache (per CPU): 256 KB
Memory: 640 MB
Bus Speed: 67 MHz
Graphics card is an ATI Rage Mobility 128 with 8 MB VRAM.
---
It's a midrange white iBook from 2001:
Hardware Overview:
Machine Model: iBook
CPU Type: PowerPC 750 (22.14)
Number Of CPUs: 1
CPU Speed: 500 MHz
L2 Cache (per CPU): 256 KB
Memory: 640 MB
Bus Speed: 67 MHz
Graphics card is an ATI Rage Mobility 128 with 8 MB VRAM.
Not wanting to double post, just noticed the official thread
I have a 17" G4 Al PowerBook - 1.5 GHz, 512 MB, Mobility 9700
I am currently getting about 5 fps (barely) on receiver.
Settings are 800x500 resolution and details all on medium. Sound channels down to 8, 22 kHz sample rate, real time effects off.
I don't know how, but the low framerate causes the input system to function extremely poorly. For example keyup events are clearly not being handled properly all the time - sometimes keys get 'stuck' down and it requires another key press (and a new keyup I'm assuming) to realise this. It'll do the same with mouse events too. The game often mistakes my left clicks for a click-hold, which on the Mac version has been mapped to right click. Which is slightly annoying sometimes.
Changing graphical settings has little or no effect upon performance which leads me to believe that whatever system is being used to model the creatures' behaviour is not especially efficient. Either that or there's a great big memory leak. Although the fact that this slowdown is not visible at all on my PC confuses me.
I am currently getting about 5 fps (barely) on receiver.
Settings are 800x500 resolution and details all on medium. Sound channels down to 8, 22 kHz sample rate, real time effects off.
I don't know how, but the low framerate causes the input system to function extremely poorly. For example keyup events are clearly not being handled properly all the time - sometimes keys get 'stuck' down and it requires another key press (and a new keyup I'm assuming) to realise this. It'll do the same with mouse events too. The game often mistakes my left clicks for a click-hold, which on the Mac version has been mapped to right click. Which is slightly annoying sometimes.
Changing graphical settings has little or no effect upon performance which leads me to believe that whatever system is being used to model the creatures' behaviour is not especially efficient. Either that or there's a great big memory leak. Although the fact that this slowdown is not visible at all on my PC confuses me.
Well as far as I'm aware they're finishing up a Windows patch that will address lots of issues. Hopefully we'll see it ported over to the Mac code-base before too long.
I noted that the Spirit code had been re-written to be significantly more efficient. This should help fighting those evil ants.
Also they have moved from using display lists to vertex buffer objects for rendering the landscape. It was claimed that dispay lists did not function on OS X, which would explain the terrible graphical performance. I'm not sure why they wouldn't work (Apple recommends using them http://developer.apple.com/graphicsimag ... gdata.html), but then I've never programmed a game of commercial scale.
I noted that the Spirit code had been re-written to be significantly more efficient. This should help fighting those evil ants.
Also they have moved from using display lists to vertex buffer objects for rendering the landscape. It was claimed that dispay lists did not function on OS X, which would explain the terrible graphical performance. I'm not sure why they wouldn't work (Apple recommends using them http://developer.apple.com/graphicsimag ... gdata.html), but then I've never programmed a game of commercial scale.
SadMac wrote:Well as far as I'm aware they're finishing up a Windows patch that will address lots of issues. Hopefully we'll see it ported over to the Mac code-base before too long...
The Windows and Linux patches are being tested by the beta testers. The Mac patch should be in beta soon (hopefully in the next week or two).
xander
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