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Messages - Delusianne

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1
cRPG Technical problems / Re: New patch.
« on: June 09, 2012, 04:46:19 pm »
I guess it's easy to forget but you do realize ppl develope this for free (as in not getting paid)?

Some of them might have a family to feed, streets to walk, or porn to watch with little spare time for anything else inbetween and most they get is insults and nagging all the time, I imagine motivation can hit rock bottom quite easily at times. Maybe keep that in mind.  :|

2
Announcements / Re: cRPG Ingame Feature - what is it you want?
« on: May 24, 2012, 10:17:37 am »
:lol: I would like this feature! Would bring some slapstick into the game.

Else I voted for bugfix/interface:

becouse

1. The poll window is realy distracting where it is now. If poll window would be set on the upper side of display it would not be in the way that much.

SET POLL WINDOW ON THE UPPER EDGE, and maybe make it smaller!

2. I disable casuality report, becouse I really dont like the mix... I would like to have chat and casuality report visually seperated!
The best feature would be, that when I turned off casuality report I still would get messages concernig my character: kill, killed by and teamkill
More I need not to know! It would be much less wall of text then now.

VISUALLY SEPERATE CASUALITY REPORT AND CHAT!

Thats what I really want. All the rest is fine with me as is. Maybe bring back some old maps...

This! The constant overflow of chat/ interface logs is a bloody mess. Some scaling option also would be nice.

3
Windows 7 64 Bit
AMD Phenom(tm) II X6 1090T Processor 3,20 GHz
AMD Radeon HD 6900 Series
2x DIMM 4 GB DDR3-1333
GA-890GPA-UD3H

Sry guys haven't had time yesterday but here we go, Churchill ur up first but Mlekce a few things here will apply to you too:

A few basics:

windows updates - mandatory! -

there is no arguing here, I can simply not stress this enough (!!!) you can't expect a system to run smoothly if you don't make use of changes based on advanced knowledge, bugfixes, hotfixes and and so on, things change, a lot not only in terms of security but also efficiency and especially regarding gaming. It also can't hurt to manually run the DirectX Web Installer: http://www.microsoft.com/en-us/download/details.aspx?id=35

Just think about it, these things need a lot of time and money to develope, if it would not make sense would businesses have their ppl spent time and money on making it happen?

There is a lot of flawed logic out there where some enduser picked up on "never touch a running system" but that for one is not really good advice anymore in our world today where things go as fast as ur bitcoins get stolen or Apple drops support for another "next gen" OS and two was never meant as to stay completly away from advancement and even less from security related updates.

[It might however be wise to not blindly change things you don't know anything about of course but that really is simply a matter of common sense]

You also gotta remember who might have said such a thing years ago, the old admin type mabye who wanted you to need them? Personally I'm a firm believer in sharing knowledge wherever I have some, it might not be much but what the hell I don't keep that stuff to me just for personal gain and some elitist laughing to myself in my mothers basement, and neither should you.

If you want to stay in the game even if new "top notch" hardware is not an option you gotta maintain your system properly to get the best out of the hardware you have.
A friend of mine recently bought a second 400 Euro (about $500) graphic card, that's cool and as much as I would like to have one too I'm afraid it's just not in the cards anytime soon if ever, BUT as I said there is a lot you can do with what you have, within it's limitations of course but nevertheless a lot.

If you don't put effort into that I gotta assume it's not all that important to you and that's ok but it makes no sense to then wonder why and complain how bad things are running. - just a general "mission statement" not addressed at someone in particular but something you might wanna think about -

- up to date drivers -

Basically every little component has it's own driver, some service, many components are either outdated or not really needed (com port? modem?) so update what you can and disable everything else.

On your actual system:

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This does not look good but it also is quite the typical scenario, while in theory IRQ/ int sharing shouldn't cause issues anymore it in fact does not work all that great most of the times but it's also less to blame on the OS managed part as rather on the limitations of some hardware, namely the available hardware Interrupt Lines and their sharing, which most of the time leaves you few choices to work around as the interrupts are limited based on the hardware architecture and the way a manufactor designs their mainboard layout.

If you understand how it all comes together you gain a better perspective on what your options are.

http://en.wikipedia.org/wiki/Interrupt#Difficulty_with_sharing_interrupt_lines (english)
http://de.wikipedia.org/wiki/Interrupt#Hardware-Beispiel_x86-Architektur (german, less informative entry)

Now that we got that covered take a good look at your setup, do you really need that firewire port enabled? Did you ever even use it? Do you use USB?

If not disable it, if possible at all via the BIOS and if not through windows (hardware manager), host controller by host controller, port by port as it cut's down on possible troublemakers and int sharing issues.

For example on my mainboard I could not use USB without it getting in the way with my AHCI controller and network card, it would cause all kinds of lag/ slow downs and affect the other components (interrupt lines hardware design limitation). LatencyMon helps to pinpoint these and other issues.

Everybody uses USB nowadays, for your mouse, your keyboard, your printer, usb sticks and such... it's just so easy, so comfortable,... of course there are other ways to go about things and I can live perfectly fine with disabling USB alltogether in my BIOS and enable it as needed when I can't do without say an usb stick. So that's somethign you gotta think about.

My keyboard and mouse now work fine with PS/2 adapters (of course newer boards won't have that port anymore so their owners are outta luck and gotta hope their USB implementation/ mainboard layout is not flacky in that regard) without the strain USB would put on my system. The least one can do is to disable as many USB ports/ host controllers as possible if you can't live with it completly gone. Who really needs like 30 USB ports anyway, right?

To give you some ideas; unused, manually disabled components:

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Another typical suspect is power management, while in theory it works "well enough" systems especially in gaming, sound and video editing (where low latencies are required) can gain a lot from disabling at least some power management/ energy saving mechanisms.

Mainly CPU related ones like PowerNow!/ speedstep/ EIST, C1 Halt states (via BIOS) and within windows core parking for example.

So look up your BIOS for these and also check if your board offers HPET (usually a 32 and 64 bit mode) and if it does enable it as it is part of a further step to optimize things on your system Churchill.

Some more settings to tinker with on the OS base, optimize your power/ energy plan
to fit ur usage scenario (eg. switch between "high performance" and "balanced" mode as needed):

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Another thing is, enable native SATA within ur BIOS and check if an AHCI setting is available, if it is, carefull don't enable it just yet if it aint enabled currently as that could render ur system unbootable if the proper driver is not installed beforehand. [based on your screenshots AHCI is enabled and that is good, just need to update the drivers :)]

Also you don't seem to use AMD chipset drivers, which you should, so go get them NAOH!
http://www2.ati.com/drivers/12-4_vista_win7_32-64_sb.exe

For a general idea on the other components see GBs download page but do not use their drivers just use it to orientate as most of what ucan find there is outdated (even tho probably newer then what u got installed now if anything) http://www.gigabyte.de/products/product-page.aspx?pid=3516#dl

Oh and do not forget ur BIOS can be updated as well (but careful now son don't mess things up, a power outage might ruin ur day).


For now I gotta go but this should help to cover a good base to look into. :)

4
one last post before I go to bed  :D

@Churchill
From a quick look in terms of latency your system reflects the I'd say average scenario where usb or network drivers often are bit of a troublemaker but there are quite a few things you can do.

@Mlekce
wow that looks bad indeed and comes close to a worst case scenario, but fear not for there is much u can do about it.

to be continued

[notice, my results above are from running a 19 minute timeframe under high load running a few programs and crpg at the same time as a spectator of a live game]

@Lefarge please do this in case you still encounter issues: http://forum.c-rpg.net/index.php/topic,32271.msg480545.html#msg480545

5
For the latency/ performance issues:

this is about how "healthy" things should look like eg. my system:

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It's already 01:30 am over here and I need to get up early but I will look into your results tomorrow,.. err later today that is.

6
NW is developed by external devs (FSE) on the module side, but the engine is still developed by TaleWorlds' programmers. I'd say these guys are working on M&B2 as well, since they're pretty much TaleWorlds' lead programmers.

Ok so as I was saying, basically the external devs probably are occasionally in contact with the engine devs but are not involved with M&B2 or taken off from that project for warband and that the engine guys at Taleworlds teams are busy with M&B2 I did not doubt, just FSE has nothing to do with it (still I would wish those guys good luck if things work out with a bigger part on TWs permanent team).

7
Two devs are better than noone [...]

As I stated above that is what I believe.

[...] and notice that the most of the developers are currently working on M&B 2.

I'm not certain that is true, while their teams may in fact be largely working on M&B2 from what I understand NW/ Warband are currently maintained by external independent devs ("outsourced" work for an apple and an egg) and are not affiliated with M&B2 nor were transferred from work on it.

8
Tried everything, nothing helped against the fps problems. Is there any chance to get an update that will fix it again?  :cry:

Do this http://forum.c-rpg.net/index.php/topic,32271.msg480215.html#msg480215

and I'll see what we can do.

9
Some of the WSE operations already made their way into 1.15x, but unless all of them get in (effectively allowing us to stop using WSE), it doesn't really affect porting time that much.

Great to hear some got in already. So does it seem realistic to you that all of them could be integrated or are some of them considered to be too major changes? Well anyway good porting time isn't that much affected now.

Warband's VAC is completely useless, it can work properly only on VAC servers, which non-Steam clients can't connect. I don't even understand why they wasted time implementing that, no sane server admin would host a server that cuts out half the Warband community.

Oh that is quite the KO criteria indeed, maybe they had planned to go Steam all the way at one point but later changed that,.. who knows.

I would love to have destruction improvements or native FXAA support, but those things require extensive changes to the engine. All the major features they added were needed by the DLC, while most of the feature request they accepted are a couple of lines of code here and there, and I doubt they'll do much more than that. I can't even blame them, major changes to the engine require extensive testing, and it's pretty obvious that they have no testing infrastructure at all.

Yeah it's a shame they only have a few ppl (2?) on it (for a short timeframe too I guess) but it's great to know you guys keep at it and influence Updates, communicate ideas with each other as much as possible. Seems the way Taleworlds sets up these independent devs really only the user/ player/ mod base can beta test which of course is not desirable but maybe still better compared to no advances at all even though it comes with that painfull process attached.

Destruction improvements and native FXAA support really would be awesome but it's understandable that it's too much given the limited available resources I guess. Thought FXAA might be easier to integrate now with the shader files freely editable and all but again I'm not a dev so this was just a guess.

10
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ehh what sould i do now? :( How can i detect what is the problem?

- - - - - - - - - - - -


Please post your complete (!!) system specs, LatencyMon - (makes it easier to identify "troublemakers")
and msinfo32.exe screenshots and we may be able to pintpoint issues.

Example of the mess you can find at times:

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11
Thx for your answer and the continued effort on crpg, and Warband itself!

Couldn't WSE enhancements get integrated, say some of the engine fixes or enhancements you mentioned or the stuff needed to run rageball and as a result would put less strain/ pressure on you adapting to patch changes?

A question maybe for the current maintainers could also be why Valves's VAC seems to be supported by Warband but not really used and what might be needed to make use of it!? (might be of good value against cheaters?)

Maybe some enhancements on destruction, physics, netcode (even tho the newest patch mentions "http" not sure if they meant the whole netcode component) or character hit zones?

Another minor feature request would be FXAA I believe (usually 3 presets are the best way, see BF3) as it would also work around performance and visual issues ppl encouter with traditional forms of AA and would make it easier for ppl not having to use dll injectors or ppl not having Nvidia hardware (which now has driver based optional FXAA).

I'm not a dev so I hope you will bear with me if this sounds totally unrealistic or out of the question but sometimes maybe even a non-devs perspective can bring up some useful ideas.

12
Question for the devs (especially cmpxchg8b I believe);

the way Taleworlds is progressing on Warband (hiring third parties to develope extensions/ addons which then maintain the engine and handle updates/ patches) brought us along with Napoleonic Wars a long time not seen high of activity on warband tech wise due to the fact that Napoleonic Wars unlike With Fire and Sword luckily was not planned as stand alone version (which as seen on the latter would have been terrible for us Warband players, WF&S has not yet received any updates from the NW technical advances and is in no way a priority and might never get a backport or an update at all because the effort to maintain it as path on it's own is higher).

The current dev(s) are even that "open" to release hotfix test builds (several builds were issued the last few days, I looked at 4 of them) of the main executable of warband just to see if ppl with lag/ performance issues gain any advantages of teh different things they try (one of em eg. simply incerased the vertex buffer to test if it would help any) which we never had before and when crpg is finally using the new warband build, performance will be much better for many ppl due to that effort.

From comments and inseights of the dev circle on the taleworlds forum I gathered they are pretty much open to requests on the engine/ game for future patches (for the time being they are in charge and payed of course) and I think this is a big opportunity for ppl with the knowledge of say cmpxchg8b to get their input heard and affect the future of Warband.

They pretty much made it clear that founded requests and or suggestions (such as the the ones really only a dev with the needed inseights could make) will be taken into account and if possible used to optimize/ implement into the engine/ game.

[this seems to be the guy in charge/ open to requests at the moment: http://forums.taleworlds.com/index.php?action=profile;area=showposts;u=57851]

So this makes me wonder, are the crpg devs or cmpxchg8b using this opportunity (like some other mod makers) to get their changes/ fixes related to the engine and game to the current warband maintainers as long as it is still possible?

If not please consider it and see this post as an encouragement.

As I see it the chances are much better now than ever before as we have open minded enthusiastic ppl in reach who actually communicate with the user and modder/ dev base for a better Warband.

thx in advance

[please note I realize frequent updates, while technically nice are not fun for mod makers as they have to adapt to changes out of the blue, which as far as I know is why cmpxchg8b held back building on the new base and instead implemented the workaround to use the old warband exe till things are stable; but this post is about the common good of Warband and with the workaround still could keep a "last known" stable build as buffer of sorts till things are tested/ adapted in the future]

13
true but MnB engine seems to be able to handle more than 64 with ease

Not sure if we can say with ease really,... just take a look at the various performance and lag issues many encounter, also it easily eats up 2 GB of RAM without looking like Crysis or something like that so,..

On that topic why the heck has the Fire and Sword exe the large adress awareness flag set whereas Warbands doesn't? Do any of you know if they plan to update WF&S to 1.5x?

14
Well visually I like what I've seen so far, but really in terms of gameplay and movement and also the interface/ hud, I wonder what they were thinking. If it would be as moddable as warband that would be neat tho with it's more modern engine.

15
General Discussion / Re: nvidia FXAA
« on: April 27, 2012, 10:33:30 pm »
Nvidia integrated FXAA on a driver based lvl in their recent driver versions, before you would have to use an inject/ hook dll which worked well (I posted a topic on here some time ago) but also had potential to cause issues in some games, aside from visual issues depending on the game as well in regard to cheat detection/ prevention. It also was not maintained beyond a certain point of basic function, so there were no further fixes or improvements made.

Driver based FXAA is the official, easy and save way to achieve FXAA and will be kept up to date and is very useful for games that don't implement any Antialiasing or have performance and/ or compatibility issues with more traditional ways of AA and/ or enforcing them.

FXAA itself was worked on by one of Nvidia's guys (Timothy Lottes) and made available for every dev or everyone really to use for free, no matter if ATI or whatever hardware was used. Although driver based FXAA is awesome, ingame implementations are preferable if done right (see skyrim for a negative example).

A lot of stuff was going to improve even further in FXAA Version 4 but at that point Nvidia apparently stepped on the breaks, realizing that kind of stuff had monetary value and also was becoming dangerously good in comparison to AA methods they wanted to work on with Timothy Lottes exclusively for their new hardware (which later became TXAA and was apparently partly based on results of work on FXAA4). Ultimately Version 4 was delayed and it's future is still uncertain today.

Another interesting point is now that with the new Warband updates shader files have been made customizable it might be possible to implement FXAA there.

Quote from: Gast;8847919
Timothy Lottes said...

"might be possible to quickly prototype FXAA in a GL or DX11 game which provides editable shaders. You would need to find a late-in the-frame post processing shader which samples each pixel once, then run FXAA to "sample the pixel" with FXAA_GREEN_AS_LUMA and use in-pixel-shader texture size queries to produce the required inputs to FXAA (so DX9 is likely out). This would NOT be the correct way to integrate FXAA, but might work."

I don't know if anybody is working on that tho. That way it could be better adapted to the game and even higher quality could be achieved, although on the other hand, since the last code of FXAA openly available is FXAA 3.11 the now available Nvidia driver based FXAA which is closed source most likely has some further developement and advantages over FXAA 3.11 and unless Version 4 sees the light of day one would not have access to those improvements of course.




http://www.geforce.com/whats-new/articles/nvidia-geforce-301.24-beta-drivers-released/

http://timothylottes.blogspot.de/2012/03/unofficial-txaa-info.html

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