TE - Alpha testing r113 posted
Moderator: Transport Empire Moderators
My testing
Hi.
1)
HP NX6310 notebook, Core2Duo 1.8Ghz, 1GB memory, Intel mobile 945GM express chipset integrated graphics, WinXP SP2 32-bit
Right after started(not much map visible) : 150FPS
After making the map visible and looking at the middle : 15FPS
While moving around the middle slowly: 15FPS
When looking at a map corner:
top corner 36fps
bottom corner 48fps
right corner 96fps
left corner 70fps
Minimum fps i got (moving the view as fast as possible): 5fps
Cpu load: one core 100%, the other about 10% (all the time) (even if i used -threads 2 parameter)
2)
Pentium4 1.6GHz, 1GB memory, nVidia 6600 LE, WinXP SP2 32-bit
after start: 285fps
whole map visible, looking at middle : 20fps
corners:
top 46fps
bottom 62fps
left 106fps
right 92fps
minimum: 5fps
cpu load: 100% all the time
-------
The window size was the default one in both tests.
On both computers, it was impossible to make whole map visible. Check the image to see the effect i was getting.
1)
HP NX6310 notebook, Core2Duo 1.8Ghz, 1GB memory, Intel mobile 945GM express chipset integrated graphics, WinXP SP2 32-bit
Right after started(not much map visible) : 150FPS
After making the map visible and looking at the middle : 15FPS
While moving around the middle slowly: 15FPS
When looking at a map corner:
top corner 36fps
bottom corner 48fps
right corner 96fps
left corner 70fps
Minimum fps i got (moving the view as fast as possible): 5fps
Cpu load: one core 100%, the other about 10% (all the time) (even if i used -threads 2 parameter)
2)
Pentium4 1.6GHz, 1GB memory, nVidia 6600 LE, WinXP SP2 32-bit
after start: 285fps
whole map visible, looking at middle : 20fps
corners:
top 46fps
bottom 62fps
left 106fps
right 92fps
minimum: 5fps
cpu load: 100% all the time
-------
The window size was the default one in both tests.
On both computers, it was impossible to make whole map visible. Check the image to see the effect i was getting.
- Attachments
-
- Its impossible to see the whole map!
- gaps.png (40.35 KiB) Viewed 21271 times
Rigs of Rods maintainer.
- uzurpator
- Transport Empire Moderator
- Posts: 2178
- Joined: 10 Jan 2003 12:21
- Location: Katowice, Poland
Re: TE - Alpha testing (test TE, be HEEEEEWO!)
New alpha for your testing pleasure.
Tell me - how is the button working and if there is a visible performance increase from previous version. And crashes ofcourse.
BTW - under M you will generate new terrain - which now will be non-square
Tell me - how is the button working and if there is a visible performance increase from previous version. And crashes ofcourse.
BTW - under M you will generate new terrain - which now will be non-square
- Attachments
-
- te-alpha-changes.rar
- Download this and overwrite previous alpha if you have one or uncompress to the seme folder as statics
- (1.25 MiB) Downloaded 411 times
-
- te-alpha-statics.rar
- If you have previous versions of the alpha, this file is not needed. Otherwise download and uncompress to the same folder as changes
- (3.64 MiB) Downloaded 411 times
All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fit
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
Re: TE - Alpha testing (test TE, be HEEEEEWO!)
Default window size and view, frame rate > 700 (according to terminal window). Near centre on full zoom gives a frame rate ~400. Showing the centre but fully zoomed out, frame rate ~130. Nearly maximised window (on a 1280x1024 screen) gives a frame rate ~100. I can't compare previous version performance since I never tested them. Button works fine (it "clicks" and animates although doesn't appear to do anything else).
Bugs:
See attachment - incorrect clipping of terrain when fully zoomed out.
System:
AMD Athlon XP 2500+
768MB RAM
GeForce 6800GS (128MB AGPx8 variety)
Anything I missed?
Bugs:
See attachment - incorrect clipping of terrain when fully zoomed out.
System:
AMD Athlon XP 2500+
768MB RAM
GeForce 6800GS (128MB AGPx8 variety)
Anything I missed?
- Attachments
-
- Yes, I know it's JPG but the choice was 33KB or 330KB
- TE.jpg (32.22 KiB) Viewed 6968 times
This is my sig
Re: TE - Alpha testing (test TE, be HEEEEEWO!)
It appears to be painfully slow on my system, but the console says framerate is about 39. Also, could you increase mouse sensitivity? I have to lift the mouse a few times from my mousepad to get to the other side of the screen.
System:
AMD Athlon 64 3000+ (32 bit Windows XP)
1,5 GB RAM
ATI Radeon 9250 (yeah, that one sucks).
System:
AMD Athlon 64 3000+ (32 bit Windows XP)
1,5 GB RAM
ATI Radeon 9250 (yeah, that one sucks).
-
- Engineer
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Re: TE - Alpha testing (test TE, be HEEEEEWO!)
[quote="Arathorn"]I have to lift the mouse a few times from my mousepad to get to the other side of the screen./quote]
i have to do that also
i have to do that also
Re: TE - Alpha testing (test TE, be HEEEEEWO!)
Works great.
Pentium4 1.6GHz, 1GB memory, nVidia 6600 LE, WinXP SP2 32-bit
avg 60 fps with the minimum zoom and a generated rectangular map, 70fps with original square map.
When I generate new map and scroll over an unseen area, the program pauses for a second. But if I go there again, it runs smoothly. I also encounter the terrain clipping problem saint talked about, but it's nothing compared to the gappy map in previous versions
BTW: I didn't find out how to use the landscaping button. Does it even do anything?
Pentium4 1.6GHz, 1GB memory, nVidia 6600 LE, WinXP SP2 32-bit
avg 60 fps with the minimum zoom and a generated rectangular map, 70fps with original square map.
When I generate new map and scroll over an unseen area, the program pauses for a second. But if I go there again, it runs smoothly. I also encounter the terrain clipping problem saint talked about, but it's nothing compared to the gappy map in previous versions
BTW: I didn't find out how to use the landscaping button. Does it even do anything?
Rigs of Rods maintainer.
- uzurpator
- Transport Empire Moderator
- Posts: 2178
- Joined: 10 Jan 2003 12:21
- Location: Katowice, Poland
Re: TE - Alpha testing (test TE, be HEEEEEWO!)
Arathorn, Rabbit:
Try to adjust your windows mouse sensitivity. I'll try to add some adjustability tho.
An00biS:
The pause you are experiencing is a build of that piece of map. Normal behaviour, albeit slow. I'll will redo that element later, now however the performance is imvho good.
There are no clipping issues. To save on tris not all patches are displayed. At the zoomlevel that is visible you'll be seing strategic map anyway
The button does not do anything, it's just a presentation how it can look/work
Try to adjust your windows mouse sensitivity. I'll try to add some adjustability tho.
An00biS:
The pause you are experiencing is a build of that piece of map. Normal behaviour, albeit slow. I'll will redo that element later, now however the performance is imvho good.
There are no clipping issues. To save on tris not all patches are displayed. At the zoomlevel that is visible you'll be seing strategic map anyway
The button does not do anything, it's just a presentation how it can look/work
All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fit
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
- uzurpator
- Transport Empire Moderator
- Posts: 2178
- Joined: 10 Jan 2003 12:21
- Location: Katowice, Poland
Re: TE - Alpha testing (test TE, be HEEEEEWO!)
Alpha 57 (57 is svn commit) is avaliable here:
http://tempire.phoenixscripts.co.uk/loa ... -win32.rar (4.2 MB)
This version is mostly meant to present weather changes during the year, that is why the accelerated time is here.
Also with 'G' key you can change the grid translucency.
NOTE - the performance is poor due to rather not-optimal code. This will get fixed later.
http://tempire.phoenixscripts.co.uk/loa ... -win32.rar (4.2 MB)
This version is mostly meant to present weather changes during the year, that is why the accelerated time is here.
Also with 'G' key you can change the grid translucency.
NOTE - the performance is poor due to rather not-optimal code. This will get fixed later.
- Attachments
-
- spring.jpg (470.13 KiB) Viewed 7034 times
All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fit
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
-
- Engineer
- Posts: 47
- Joined: 22 Dec 2007 20:04
Re: TE - Alpha testing (test TE, be HEEEEEWO!)
Runs perfectly on my comp...uzurpator wrote:Alpha 57 (57 is svn commit) is avaliable here:
http://tempire.phoenixscripts.co.uk/loa ... -win32.rar (4.2 MB)
This version is mostly meant to present weather changes during the year, that is why the accelerated time is here.
Also with 'G' key you can change the grid translucency.
NOTE - the performance is poor due to rather not-optimal code. This will get fixed later.
Re: TE - Alpha testing (test TE, be HEEEEEWO!)
Hi, great job..
Is there a way to run the engine in a full screen (or make the window bigger?)
Im trying to design a (possible!!) toolbar.
I only say possible!, just want to experiment my design skills on it, i'll take it a shot!
Is there a way to run the engine in a full screen (or make the window bigger?)
Im trying to design a (possible!!) toolbar.
I only say possible!, just want to experiment my design skills on it, i'll take it a shot!
Stop those stupid shooting games, make peaceful games!
Re: TE - Alpha testing (test TE, be HEEEEEWO!)
Okay i figured out that when you press <+> (or equal) and <minus> (next to backspace!) the zoom goes very smoothly!! great job!
Stop those stupid shooting games, make peaceful games!
- uzurpator
- Transport Empire Moderator
- Posts: 2178
- Joined: 10 Jan 2003 12:21
- Location: Katowice, Poland
Re: TE - Alpha testing (test TE, be HEEEEEWO!)
Alpha 113 is avaliable here:
http://www.transportempire.com/loads/te ... -win32.zip (5.5 MB)
This version is a pre-release of vertex buffer based terrain rendering. On relatively new hardware it should be blazing fast Note, that the mouse cursor is not visible.
Keys:
M - make new map
G - show grid
LMB + drag - move terrain around
LMB + RMB + drag left/right - rotate map
Mousewheel - zoom in/out
ESC - exit
http://www.transportempire.com/loads/te ... -win32.zip (5.5 MB)
This version is a pre-release of vertex buffer based terrain rendering. On relatively new hardware it should be blazing fast Note, that the mouse cursor is not visible.
Keys:
M - make new map
G - show grid
LMB + drag - move terrain around
LMB + RMB + drag left/right - rotate map
Mousewheel - zoom in/out
ESC - exit
All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fit
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
Re: TE - Alpha testing r113 posted
Hmm, around ~1500 frames with different view angles zoom levels, when started it has 2300frames.
(VGA Card 8500GT)
Some notes: The vertex buffer won't be refreshed properly when a new map is generated, I have to move the map around to see the new result.
Is the whole landscape one big vertex buffer?
As soon as a human or computer ai player starts to change the landscape the frame rate my drop drastically...
Can you compile a version with a huge map buffer? Say 2048x2048 squares?
(VGA Card 8500GT)
Some notes: The vertex buffer won't be refreshed properly when a new map is generated, I have to move the map around to see the new result.
Is the whole landscape one big vertex buffer?
As soon as a human or computer ai player starts to change the landscape the frame rate my drop drastically...
Can you compile a version with a huge map buffer? Say 2048x2048 squares?
Re: TE - Alpha testing (test TE, be HEEEEEWO!)
So it is. 2000+ framerate (fps?) at various zooms (8800GT).uzurpator wrote:On relatively new hardware it should be blazing fast
When toggling the grid, the speed drops off depending on zoom to perhaps a quarter though.
This is my sig
- uzurpator
- Transport Empire Moderator
- Posts: 2178
- Joined: 10 Jan 2003 12:21
- Location: Katowice, Poland
Re: TE - Alpha testing r113 posted
Actually, they are, but in real game it will not be visible. they intent here is to save on bandwidth and send only some chunks of data to the client. Obviously the buffer is updated when data arrives in.eis_os wrote:Some notes: The vertex buffer won't be refreshed properly when a new map is generated, I have to move the map around to see the new result.
It is subdivided into 33x33 vertex chunks (but the size itsself is configurable).Is the whole landscape one big vertex buffer?
Well, I'll cook something in the evening.Can you compile a version with a huge map buffer? Say 2048x2048 squares?
All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fit
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
Re: TE - Alpha testing r113 posted
I can't run ./configure successfully. Are you sure this check is correct?
I have every boost devel package on fedora installed (there's only two of them, boost-devel and boost-static-devel).
Code: Select all
checking for main in -lboost_thread... no
configure: error: Boost_thread not found, install Boost_thread first.
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Re: TE - Alpha testing r113 posted
charlieg wrote:I can't run ./configure successfully. Are you sure this check is correct?
I have every boost devel package on fedora installed (there's only two of them, boost-devel and boost-static-devel).Code: Select all
checking for main in -lboost_thread... no configure: error: Boost_thread not found, install Boost_thread first.
You should have posted this in the other thread. But I will look into it and give you an answer in that topic.
NukeBuster
Transport Empire: The Transport Empire Linux effort
Join the Transport Empire IRC channel: [url]irc://irc.oftc.net/transportempire[/url] !
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Transport Empire: The Transport Empire Linux effort
Join the Transport Empire IRC channel: [url]irc://irc.oftc.net/transportempire[/url] !
OpenTTD patch(es): Password at join
Re: TE - Alpha testing r113 posted
Great to see some performance!!
Stop those stupid shooting games, make peaceful games!
Re: TE - Alpha testing r113 posted
Kind of jumping into this here. . .
Downloaded Alpha 4. On my machine (Compaq Presario SR5130NX, AMD Athlon dual-core 3800+, Nvidia GeForce 6150SE, 1MB system ram, Vista Home Premium: Frame rate was 219 fps + -
Downloaded the changes, and frame rate dropped to 19 FPS + - . The M button did generate new maps. When I opened Task Manager to check the CPU usage, frame rate dropped to 6 FPS (was fighting with task manager for resources) and cpu usage was 84% or so.
FYI couldn't get the mouse out of the window to try to maximize the window.
Downloaded Alpha 4. On my machine (Compaq Presario SR5130NX, AMD Athlon dual-core 3800+, Nvidia GeForce 6150SE, 1MB system ram, Vista Home Premium: Frame rate was 219 fps + -
Downloaded the changes, and frame rate dropped to 19 FPS + - . The M button did generate new maps. When I opened Task Manager to check the CPU usage, frame rate dropped to 6 FPS (was fighting with task manager for resources) and cpu usage was 84% or so.
FYI couldn't get the mouse out of the window to try to maximize the window.
Who is John Galt?
Re: TE - Alpha testing r113 posted
no wonder with 1 mb ram
Stop those stupid shooting games, make peaceful games!
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