GUI bug & performance problem (TW 0.5)

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GUI bug & performance problem (TW 0.5)

Postby Stew2000 » Wed Jul 29, 2009 12:35 pm

I like the buggy.
A few problems though..
The menu system works fine but ingame it always gives me the Buggy with all ai and starts with La Falda.
And fps are very bad with this much going on in both opengl and d3d.
I've tried the 0.5 demo and updated SVN. has same effect.
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Re: GUI bug & performance problem (TW 0.5)

Postby luis » Wed Jul 29, 2009 1:52 pm

Good feedback :)
Stew2000 wrote:The menu system works fine but ingame it always gives me the Buggy with all ai and starts with La Falda.

that's very strange...
every change is only saved in the configuration if you click "next". In some cases like for example:
you have 7 AI cars the first time you see player's GUI, you remove one AI then click on "Edit" in your player then click ok or cancel you will see again 7 AI instead of 6 because you didn't click "next".
Try playing with it, if you can explain the steps to reproduce the bug it will be very helpful.
Also (just in case), verify thunderwheels.cfg has read/write permissions....

Stew2000 wrote:And fps are very bad with this much going on in both opengl and d3d.
I've tried the 0.5 demo and updated SVN. has same effect.

hmm....
in this version you should see a performance boost of x2 or even more! but in some cars it could be run worse.
Could you please send me MachineInfo.txt & Ogre.log to know your hardware setup ? also, pleasy try changing shadows_type in thunderwheels.cfg to "stencil" instead of "texture" and see the FPS again?

thanks!
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Postby Stew2000 » Wed Jul 29, 2009 2:01 pm

The config files have no 'read only' mark. that would of been my forst thought too.

Ogre.log:

Code: Select all

15:30:16: Creating resource group General
15:30:16: Creating resource group Internal
15:30:16: Creating resource group Autodetect
15:30:16: SceneManagerFactory for type 'DefaultSceneManager' registered.
15:30:16: Registering ResourceManager for type Material
15:30:16: Registering ResourceManager for type Mesh
15:30:16: Registering ResourceManager for type Skeleton
15:30:16: MovableObjectFactory for type 'ParticleSystem' registered.
15:30:16: OverlayElementFactory for type Panel registered.
15:30:16: OverlayElementFactory for type BorderPanel registered.
15:30:16: OverlayElementFactory for type TextArea registered.
15:30:16: Registering ResourceManager for type Font
15:30:16: ArchiveFactory for archive type FileSystem registered.
15:30:16: ArchiveFactory for archive type Zip registered.
15:30:16: FreeImage version: 3.10.0
15:30:16: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
15:30:16: Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,jp2
15:30:16: DDS codec registering
15:30:16: Registering ResourceManager for type HighLevelGpuProgram
15:30:16: Registering ResourceManager for type Compositor
15:30:16: MovableObjectFactory for type 'Entity' registered.
15:30:16: MovableObjectFactory for type 'Light' registered.
15:30:16: MovableObjectFactory for type 'BillboardSet' registered.
15:30:16: MovableObjectFactory for type 'ManualObject' registered.
15:30:16: MovableObjectFactory for type 'BillboardChain' registered.
15:30:16: MovableObjectFactory for type 'RibbonTrail' registered.
15:30:16: Loading library .\RenderSystem_Direct3D9
15:30:16: Installing plugin: D3D9 RenderSystem
15:30:16: D3D9 : Direct3D9 Rendering Subsystem created.
15:30:16: D3D9: Driver Detection Starts
15:30:16: D3D9: Driver Detection Ends
15:30:16: Plugin successfully installed
15:30:16: Loading library .\RenderSystem_GL
15:30:16: Installing plugin: GL RenderSystem
15:30:16: OpenGL Rendering Subsystem created.
15:30:17: Plugin successfully installed
15:30:17: Loading library .\Plugin_ParticleFX
15:30:17: Installing plugin: ParticleFX
15:30:17: Particle Emitter Type 'Point' registered
15:30:17: Particle Emitter Type 'Box' registered
15:30:17: Particle Emitter Type 'Ellipsoid' registered
15:30:17: Particle Emitter Type 'Cylinder' registered
15:30:17: Particle Emitter Type 'Ring' registered
15:30:17: Particle Emitter Type 'HollowEllipsoid' registered
15:30:17: Particle Affector Type 'LinearForce' registered
15:30:17: Particle Affector Type 'ColourFader' registered
15:30:17: Particle Affector Type 'ColourFader2' registered
15:30:17: Particle Affector Type 'ColourImage' registered
15:30:17: Particle Affector Type 'ColourInterpolator' registered
15:30:17: Particle Affector Type 'Scaler' registered
15:30:17: Particle Affector Type 'Rotator' registered
15:30:17: Particle Affector Type 'DirectionRandomiser' registered
15:30:17: Particle Affector Type 'DeflectorPlane' registered
15:30:17: Plugin successfully installed
15:30:17: Loading library .\Plugin_OctreeSceneManager
15:30:17: Installing plugin: Octree & Terrain Scene Manager
15:30:17: Plugin successfully installed
15:30:17: Loading library .\Plugin_CgProgramManager
15:30:17: Installing plugin: Cg Program Manager
15:30:17: Plugin successfully installed
15:30:17: *-*-* OGRE Initialising
15:30:17: *-*-* Version 1.4.9 (Eihort)
15:30:17: Creating resource group Cars
15:30:17: Added resource location './media/cars' of type 'FileSystem' to resource group 'Cars'
15:30:17: Added resource location './media/ogrecore' of type 'FileSystem' to resource group 'General'
15:30:17: Added resource location './media/overlays' of type 'FileSystem' to resource group 'General'
15:30:17: Added resource location './media/particles' of type 'FileSystem' to resource group 'General'
15:30:17: Added resource location './media/gui' of type 'FileSystem' to resource group 'General'
15:30:17: Added resource location './media/terrain' of type 'FileSystem' to resource group 'General'
15:30:17: Added resource location './media/terrain/objects' of type 'FileSystem' to resource group 'General'
15:30:17: Added resource location './media/terrain/textures' of type 'FileSystem' to resource group 'General'
15:30:17: Added resource location './media/terrain/carshop' of type 'FileSystem' to resource group 'General'
15:30:17: Creating resource group Players
15:30:17: Added resource location './media/players' of type 'FileSystem' to resource group 'Players'
15:30:17: Creating resource group Tracks
15:30:17: Added resource location './media/tracks' of type 'FileSystem' to resource group 'Tracks'
15:30:17: D3D9 : RenderSystem Option: Allow NVPerfHUD = No
15:30:17: D3D9 : RenderSystem Option: Anti aliasing = None
15:30:17: D3D9 : RenderSystem Option: Floating-point mode = Fastest
15:30:17: D3D9 : RenderSystem Option: Full Screen = Yes
15:30:17: D3D9 : RenderSystem Option: Rendering Device = NVIDIA GeForce 6800
15:30:17: D3D9 : RenderSystem Option: VSync = No
15:30:17: D3D9 : RenderSystem Option: Video Mode = 800 x 600 @ 32-bit colour
15:30:31: CPU Identifier & Features
15:30:31: -------------------------
15:30:31:  *   CPU ID: AuthenticAMD: AMD Athlon(tm) 64 Processor 2800+
15:30:31:  *      SSE: yes
15:30:31:  *     SSE2: yes
15:30:31:  *     SSE3: no
15:30:31:  *      MMX: yes
15:30:31:  *   MMXEXT: yes
15:30:31:  *    3DNOW: yes
15:30:31:  * 3DNOWEXT: yes
15:30:31:  *     CMOV: yes
15:30:31:  *      TSC: yes
15:30:31:  *      FPU: yes
15:30:31:  *      PRO: yes
15:30:31:  *       HT: no
15:30:31: -------------------------
15:30:31: *** Starting Win32GL Subsystem ***
15:30:31: GLRenderSystem::createRenderWindow "ThunderWheels Demo 0.5", 1680x1050 fullscreen  miscParams: FSAA=0 colourDepth=32 displayFrequency=60 vsync=false
15:30:31: Created Win32Window 'ThunderWheels Demo 0.5' : 1680x1050, 32bpp
15:30:31: GL_VERSION = 2.1.2
15:30:31: GL_VENDOR = NVIDIA Corporation
15:30:31: GL_RENDERER = GeForce 6800/AGP/SSE2/3DNOW!
15:30:31: GL_EXTENSIONS = GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_framebuffer_object GL_ARB_imaging GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
15:30:31: Supported WGL extensions: WGL_ARB_buffer_region WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_multisample WGL_ARB_pbuffer WGL_ARB_pixel_format WGL_ARB_pixel_format_float WGL_ARB_render_texture WGL_ATI_pixel_format_float WGL_EXT_extensions_string WGL_EXT_swap_control WGL_NV_float_buffer WGL_NV_render_depth_texture WGL_NV_render_texture_rectangle
15:30:31: ***************************
15:30:31: *** GL Renderer Started ***
15:30:31: ***************************
15:30:31: Registering ResourceManager for type GpuProgram
15:30:31: GLSL support detected
15:30:31: GL: Using GL_EXT_framebuffer_object for rendering to textures (best)
15:30:32: FBO PF_UNKNOWN depth/stencil support: D16S0 D24S0 D32S0 Packed-D24S8
15:30:32: FBO PF_R5G6B5 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
15:30:32: FBO PF_B5G6R5 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
15:30:32: FBO PF_R8G8B8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
15:30:32: FBO PF_B8G8R8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
15:30:32: FBO PF_A8R8G8B8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
15:30:32: FBO PF_B8G8R8A8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
15:30:32: FBO PF_A2R10G10B10 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
15:30:32: FBO PF_A2B10G10R10 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
15:30:32: FBO PF_FLOAT16_RGB depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
15:30:32: FBO PF_FLOAT16_RGBA depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
15:30:32: FBO PF_FLOAT32_RGB depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
15:30:32: FBO PF_FLOAT32_RGBA depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
15:30:32: FBO PF_X8R8G8B8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
15:30:32: FBO PF_X8B8G8R8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
15:30:32: FBO PF_SHORT_RGBA depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
15:30:32: FBO PF_R3G3B2 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
15:30:32: FBO PF_SHORT_RGB depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
15:30:32: [GL] : Valid FBO targets PF_UNKNOWN PF_R5G6B5 PF_B5G6R5 PF_R8G8B8 PF_B8G8R8 PF_A8R8G8B8 PF_B8G8R8A8 PF_A2R10G10B10 PF_A2B10G10R10 PF_FLOAT16_RGB PF_FLOAT16_RGBA PF_FLOAT32_RGB PF_FLOAT32_RGBA PF_X8R8G8B8 PF_X8B8G8R8 PF_SHORT_RGBA PF_R3G3B2 PF_SHORT_RGB
15:30:32: RenderSystem capabilities
15:30:32: -------------------------
15:30:32:  * Hardware generation of mipmaps: yes
15:30:32:  * Texture blending: yes
15:30:32:  * Anisotropic texture filtering: yes
15:30:32:  * Dot product texture operation: yes
15:30:32:  * Cube mapping: yes
15:30:32:  * Hardware stencil buffer: yes
15:30:32:    - Stencil depth: 8
15:30:32:    - Two sided stencil support: yes
15:30:32:    - Wrap stencil values: yes
15:30:32:  * Hardware vertex / index buffers: yes
15:30:32:  * Vertex programs: yes
15:30:32:    - Max vertex program version: vp40
15:30:32:  * Fragment programs: yes
15:30:32:    - Max fragment program version: fp40
15:30:32:  * Texture Compression: yes
15:30:32:    - DXT: yes
15:30:32:    - VTC: yes
15:30:32:  * Scissor Rectangle: yes
15:30:32:  * Hardware Occlusion Query: yes
15:30:32:  * User clip planes: yes
15:30:32:  * VET_UBYTE4 vertex element type: yes
15:30:32:  * Infinite far plane projection: yes
15:30:32:  * Hardware render-to-texture: yes
15:30:32:  * Floating point textures: yes
15:30:32:  * Non-power-of-two textures: yes
15:30:32:  * Volume textures: yes
15:30:32:  * Multiple Render Targets: 4
15:30:32:  * Point Sprites: yes
15:30:32:  * Extended point parameters: yes
15:30:32:  * Max Point Size: 63.375
15:30:32:  * Vertex texture fetch: yes
15:30:32:    - Max vertex textures: 4
15:30:32:    - Vertex textures shared: yes
15:30:32: Registering ResourceManager for type Texture
15:30:32: Using FSAA from GL_ARB_multisample extension.
15:30:32: ResourceBackgroundQueue - threading disabled
15:30:32: Particle Renderer Type 'billboard' registered
15:30:32: SceneManagerFactory for type 'OctreeSceneManager' registered.
15:30:32: SceneManagerFactory for type 'TerrainSceneManager' registered.
15:30:32: Parsing scripts for resource group Autodetect
15:30:32: Finished parsing scripts for resource group Autodetect
15:30:32: Parsing scripts for resource group Cars
15:30:32: Parsing script buggy.material
15:30:32: Parsing script littlegus.material
15:30:32: Parsing script maddog.material
15:30:32: Parsing script wildcat.material
15:30:32: Finished parsing scripts for resource group Cars
15:30:32: Parsing scripts for resource group General
15:30:32: Parsing script OgreCore.material
15:30:32: Parsing script OgreProfiler.material
15:30:32: Parsing script gboot.material
15:30:32: Parsing script multiplayer.material
15:30:32: Parsing script terrain.material
15:30:32: Parsing script barrel1.material
15:30:32: Parsing script barrel2.material
15:30:32: Parsing script barrel3.material
15:30:32: Parsing script bush01.material
15:30:32: Parsing script bush02.material
15:30:32: Parsing script central_module.material
15:30:32: Parsing script flag1.material
15:30:32: Parsing script flag1_mov.material
15:30:32: Parsing script flag2.material
15:30:32: Parsing script flag2_mov.material
15:30:32: Parsing script lateral_module.material
15:30:32: Parsing script littlegus_rust.material
15:30:32: Parsing script maddog_rust.material
15:30:32: Parsing script meta.material
15:30:32: Parsing script objects.material
15:30:32: Parsing script palm.material
15:30:32: Parsing script traffic_cone.material
15:30:32: Parsing script tree1.material
15:30:32: Parsing script tree2.material
15:30:32: Parsing script tree3.material
15:30:32: Parsing script tyre1.material
15:30:32: Parsing script tyre2.material
15:30:32: Parsing script tyre3.material
15:30:32: Parsing script wildcat_rust.material
15:30:32: Parsing script WoodBox.material
15:30:32: Parsing script carshop.material
15:30:32: Parsing script Ogre.fontdef
15:30:32: Parsing script gboot.particle
15:30:32: Parsing script OgreDebugPanel.overlay
15:30:32: Texture: New_Ogre_Border_Break.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
15:30:32: Font BlueHighwayusing texture size 512x512
15:30:32: Info: Freetype returned null for character 127 in font BlueHighway
15:30:32: Info: Freetype returned null for character 128 in font BlueHighway
15:30:32: Info: Freetype returned null for character 129 in font BlueHighway
15:30:32: Info: Freetype returned null for character 130 in font BlueHighway
15:30:32: Info: Freetype returned null for character 131 in font BlueHighway
15:30:32: Info: Freetype returned null for character 132 in font BlueHighway
15:30:32: Info: Freetype returned null for character 133 in font BlueHighway
15:30:32: Info: Freetype returned null for character 134 in font BlueHighway
15:30:32: Info: Freetype returned null for character 135 in font BlueHighway
15:30:32: Info: Freetype returned null for character 136 in font BlueHighway
15:30:32: Info: Freetype returned null for character 137 in font BlueHighway
15:30:32: Info: Freetype returned null for character 138 in font BlueHighway
15:30:32: Info: Freetype returned null for character 139 in font BlueHighway
15:30:32: Info: Freetype returned null for character 140 in font BlueHighway
15:30:32: Info: Freetype returned null for character 141 in font BlueHighway
15:30:32: Info: Freetype returned null for character 142 in font BlueHighway
15:30:32: Info: Freetype returned null for character 143 in font BlueHighway
15:30:32: Info: Freetype returned null for character 144 in font BlueHighway
15:30:32: Info: Freetype returned null for character 145 in font BlueHighway
15:30:32: Info: Freetype returned null for character 146 in font BlueHighway
15:30:32: Info: Freetype returned null for character 147 in font BlueHighway
15:30:32: Info: Freetype returned null for character 148 in font BlueHighway
15:30:32: Info: Freetype returned null for character 149 in font BlueHighway
15:30:32: Info: Freetype returned null for character 150 in font BlueHighway
15:30:32: Info: Freetype returned null for character 151 in font BlueHighway
15:30:32: Info: Freetype returned null for character 152 in font BlueHighway
15:30:32: Info: Freetype returned null for character 153 in font BlueHighway
15:30:32: Info: Freetype returned null for character 154 in font BlueHighway
15:30:32: Info: Freetype returned null for character 155 in font BlueHighway
15:30:32: Info: Freetype returned null for character 156 in font BlueHighway
15:30:32: Info: Freetype returned null for character 157 in font BlueHighway
15:30:32: Info: Freetype returned null for character 158 in font BlueHighway
15:30:32: Info: Freetype returned null for character 159 in font BlueHighway
15:30:32: Info: Freetype returned null for character 160 in font BlueHighway
15:30:32: Texture: BlueHighwayTexture: Loading 1 faces(PF_BYTE_LA,512x512x1) with 0 generated mipmaps from Image. Internal format is PF_BYTE_LA,512x512x1.
15:30:32: Parsing script OgreLoadingPanel.overlay
15:30:32: Texture: New_Ogre_Border_Center.png: Loading 1 faces(PF_A8R8G8B8,256x128x1) with 8 generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x128x1.
15:30:32: Texture: New_Ogre_Border.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with 8 generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
15:30:32: Parsing script gboot.overlay
15:30:32: Font Unispace_boldusing texture size 1024x512
15:30:32: Texture: Unispace_boldTexture: Loading 1 faces(PF_BYTE_LA,1024x512x1) with 0 generated mipmaps from Image. Internal format is PF_BYTE_LA,1024x512x1.
15:30:32: Texture: bgui.window.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with 7 generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
15:30:32: Font Unispace_bold_italicusing texture size 1024x512
15:30:32: Texture: Unispace_bold_italicTexture: Loading 1 faces(PF_BYTE_LA,1024x512x1) with 0 generated mipmaps from Image. Internal format is PF_BYTE_LA,1024x512x1.
15:30:32: Parsing script multiplayer.overlay
15:30:32: Texture: multiplayeryellow.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with 6 generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
15:30:32: Texture: multiplayergrey.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with 6 generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
15:30:32: Parsing script pause.overlay
15:30:33: Font Unispaceusing texture size 1024x512
15:30:33: Texture: UnispaceTexture: Loading 1 faces(PF_BYTE_LA,1024x512x1) with 0 generated mipmaps from Image. Internal format is PF_BYTE_LA,1024x512x1.
15:30:33: Parsing script raceresults.overlay
15:30:33: Finished parsing scripts for resource group General
15:30:33: Parsing scripts for resource group Internal
15:30:33: Finished parsing scripts for resource group Internal
15:30:33: Parsing scripts for resource group Players
15:30:33: Finished parsing scripts for resource group Players
15:30:33: Parsing scripts for resource group Tracks
15:30:33: Finished parsing scripts for resource group Tracks
15:30:33: TerrainSceneManager: Registered a new PageSource for type Heightmap
15:30:33: Creating viewport on target 'ThunderWheels Demo 0.5', rendering from camera 'camera', relative dimensions L: 0.00 T: 0.00 W: 1.00 H: 1.00 ZOrder: 0
15:30:33: Texture: flare.png: Loading 1 faces(PF_R8G8B8,256x256x1) with 8 generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
15:30:33: Texture: stormy_fr.png: Loading 1 faces(PF_R8G8B8,1024x1024x1) with 10 generated mipmaps from Image. Internal format is PF_X8R8G8B8,1024x1024x1.
15:30:33: Texture: stormy_bk.png: Loading 1 faces(PF_R8G8B8,1024x1024x1) with 10 generated mipmaps from Image. Internal format is PF_X8R8G8B8,1024x1024x1.
15:30:33: Texture: stormy_lf.png: Loading 1 faces(PF_R8G8B8,1024x1024x1) with 10 generated mipmaps from Image. Internal format is PF_X8R8G8B8,1024x1024x1.
15:30:33: Texture: stormy_rt.png: Loading 1 faces(PF_R8G8B8,1024x1024x1) with 10 generated mipmaps from Image. Internal format is PF_X8R8G8B8,1024x1024x1.
15:30:34: Texture: stormy_up.png: Loading 1 faces(PF_R8G8B8,1024x1024x1) with 10 generated mipmaps from Image. Internal format is PF_X8R8G8B8,1024x1024x1.
15:30:34: Texture: stormy_dn.png: Loading 1 faces(PF_R8G8B8,1024x1024x1) with 10 generated mipmaps from Image. Internal format is PF_X8R8G8B8,1024x1024x1.
15:30:36: Texture: spot_shadow_fade.png: Loading 1 faces(PF_R8G8B8,128x128x1) with 7 generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
15:30:36: WARNING: Texture instance 'Ogre/ShadowTexture0' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
15:30:36: Creating viewport on target 'rtt/Ogre/ShadowTexture0/183624184', rendering from camera 'Ogre/ShadowTexture0Cam', relative dimensions L: 0.00 T: 0.00 W: 1.00 H: 1.00 ZOrder: 0
15:30:36: TerrainSceneManager: Activated PageSource Heightmap
15:30:36: Texture: grava_dt_256.png: Loading 1 faces(PF_L8,256x256x1) with 8 generated mipmaps from Image. Internal format is PF_L8,256x256x1.
15:30:36: Texture: carshop_terrain.jpg: Loading 1 faces(PF_R8G8B8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_X8R8G8B8,2048x2048x1.
15:30:45: TerrainSceneManager: Activated PageSource Heightmap
15:30:45: Texture: grava_dt.jpg: Loading 1 faces(PF_R8G8B8,1024x1024x1) with 10 generated mipmaps from Image. Internal format is PF_X8R8G8B8,1024x1024x1.
15:30:46: Texture: la_falda_terrain.jpg: Loading 1 faces(PF_R8G8B8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_X8R8G8B8,2048x2048x1.
15:30:46: Mesh: Loading barrel1.mesh.
15:30:46: Texture: barrel1.jpg: Loading 1 faces(PF_R8G8B8,512x1024x1) with 10 generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x1024x1.
15:30:46: Mesh: Loading barrel2.mesh.
15:30:46: Texture: barrel2.jpg: Loading 1 faces(PF_R8G8B8,512x1024x1) with 10 generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x1024x1.
15:30:46: Mesh: Loading barrel3.mesh.
15:30:47: Texture: barrel3.jpg: Loading 1 faces(PF_R8G8B8,512x1024x1) with 10 generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x1024x1.
15:30:47: Mesh: Loading box.mesh.
15:30:47: Texture: wood_box.png: Loading 1 faces(PF_R8G8B8,512x512x1) with 9 generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
15:30:47: Mesh: Loading palm.mesh.
15:30:47: Texture: palm_leaf.png: Loading 1 faces(PF_A8R8G8B8,400x1200x1) with 10 generated mipmaps from Image. Internal format is PF_A8R8G8B8,400x1200x1.
15:30:47: Texture: palm_bark.png: Loading 1 faces(PF_R8G8B8,256x256x1) with 8 generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
15:30:47: Mesh: Loading traffic_cone.mesh.
15:30:47: Texture: trafficCone.jpg: Loading 1 faces(PF_R8G8B8,512x256x1) with 9 generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x256x1.
15:30:47: Mesh: Loading tyre1.mesh.
15:30:47: Texture: tyre1.jpg: Loading 1 faces(PF_R8G8B8,512x1024x1) with 10 generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x1024x1.
15:30:48: Mesh: Loading wildcat_body.mesh.
15:30:48: Can't assign material wildcat_body_metal to SubEntity of Ironman_bodyEntity because this Material does not exist. Have you forgotten to define it in a .material script?
15:30:48: Mesh: Loading wildcat_wheell.mesh.
15:30:48: Can't assign material wildcat_wheell_plastic to SubEntity of Ironman_wheel0 because this Material does not exist. Have you forgotten to define it in a .material script?
15:30:48: Mesh: Loading wildcat_wheelr.mesh.
15:30:48: Can't assign material wildcat_wheelr_plastic to SubEntity of Ironman_wheel1 because this Material does not exist. Have you forgotten to define it in a .material script?
15:30:48: Can't assign material wildcat_wheell_plastic to SubEntity of Ironman_wheel2 because this Material does not exist. Have you forgotten to define it in a .material script?
15:30:48: Can't assign material wildcat_wheelr_plastic to SubEntity of Ironman_wheel3 because this Material does not exist. Have you forgotten to define it in a .material script?
15:30:49: Texture: wildcat_2.jpg: Loading 1 faces(PF_R8G8B8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_X8R8G8B8,2048x2048x1.
15:30:49: Mesh: Loading wildcatMonster_body.mesh.
15:30:49: Can't assign material wildcatMon_body_metal to SubEntity of Jammin_bodyEntity because this Material does not exist. Have you forgotten to define it in a .material script?
15:30:49: Mesh: Loading wildcatmonster_wheell.mesh.
15:30:49: Can't assign material wildcatMon_wheell_plastic to SubEntity of Jammin_wheel0 because this Material does not exist. Have you forgotten to define it in a .material script?
15:30:49: Mesh: Loading wildcatmonster_wheelr.mesh.
15:30:49: Can't assign material wildcatMon_wheelr_plastic to SubEntity of Jammin_wheel1 because this Material does not exist. Have you forgotten to define it in a .material script?
15:30:49: Can't assign material wildcatMon_wheell_plastic to SubEntity of Jammin_wheel2 because this Material does not exist. Have you forgotten to define it in a .material script?
15:30:49: Can't assign material wildcatMon_wheelr_plastic to SubEntity of Jammin_wheel3 because this Material does not exist. Have you forgotten to define it in a .material script?
15:30:50: Texture: wildcat_3.jpg: Loading 1 faces(PF_R8G8B8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_X8R8G8B8,2048x2048x1.
15:30:50: Mesh: Loading maddog_body.mesh.
15:30:50: Can't assign material maddog_body_glass to SubEntity of Chincheta_bodyEntity because this Material does not exist. Have you forgotten to define it in a .material script?
15:30:50: Can't assign material maddog_body_plastic to SubEntity of Chincheta_bodyEntity because this Material does not exist. Have you forgotten to define it in a .material script?
15:30:50: Can't assign material maddog_body_metal to SubEntity of Chincheta_bodyEntity because this Material does not exist. Have you forgotten to define it in a .material script?
15:30:50: Mesh: Loading maddog_wheell.mesh.
15:30:50: Can't assign material maddog_wheell_plastic to SubEntity of Chincheta_wheel0 because this Material does not exist. Have you forgotten to define it in a .material script?
15:30:50: Mesh: Loading maddog_wheelr.mesh.
15:30:50: Can't assign material maddog_wheelr_plastic to SubEntity of Chincheta_wheel1 because this Material does not exist. Have you forgotten to define it in a .material script?
15:30:50: Can't assign material maddog_wheell_plastic to SubEntity of Chincheta_wheel2 because this Material does not exist. Have you forgotten to define it in a .material script?
15:30:50: Can't assign material maddog_wheelr_plastic to SubEntity of Chincheta_wheel3 because this Material does not exist. Have you forgotten to define it in a .material script?
15:30:51: Texture: maddog_2.jpg: Loading 1 faces(PF_R8G8B8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_X8R8G8B8,2048x2048x1.
15:30:51: Can't assign material wildcat_body_metal to SubEntity of Tracker_bodyEntity because this Material does not exist. Have you forgotten to define it in a .material script?
15:30:51: Can't assign material wildcat_wheell_plastic to SubEntity of Tracker_wheel0 because this Material does not exist. Have you forgotten to define it in a .material script?
15:30:51: Can't assign material wildcat_wheelr_plastic to SubEntity of Tracker_wheel1 because this Material does not exist. Have you forgotten to define it in a .material script?
15:30:51: Can't assign material wildcat_wheell_plastic to SubEntity of Tracker_wheel2 because this Material does not exist. Have you forgotten to define it in a .material script?
15:30:51: Can't assign material wildcat_wheelr_plastic to SubEntity of Tracker_wheel3 because this Material does not exist. Have you forgotten to define it in a .material script?
15:30:51: Can't assign material maddog_body_glass to SubEntity of Bulldozer_bodyEntity because this Material does not exist. Have you forgotten to define it in a .material script?
15:30:51: Can't assign material maddog_body_plastic to SubEntity of Bulldozer_bodyEntity because this Material does not exist. Have you forgotten to define it in a .material script?
15:30:51: Can't assign material maddog_body_metal to SubEntity of Bulldozer_bodyEntity because this Material does not exist. Have you forgotten to define it in a .material script?
15:30:51: Can't assign material maddog_wheell_plastic to SubEntity of Bulldozer_wheel0 because this Material does not exist. Have you forgotten to define it in a .material script?
15:30:51: Can't assign material maddog_wheelr_plastic to SubEntity of Bulldozer_wheel1 because this Material does not exist. Have you forgotten to define it in a .material script?
15:30:51: Can't assign material maddog_wheell_plastic to SubEntity of Bulldozer_wheel2 because this Material does not exist. Have you forgotten to define it in a .material script?
15:30:51: Can't assign material maddog_wheelr_plastic to SubEntity of Bulldozer_wheel3 because this Material does not exist. Have you forgotten to define it in a .material script?
15:30:51: Mesh: Loading littlegus_body.mesh.
15:30:51: Can't assign material littlegus_body_metal to SubEntity of Panzer_bodyEntity because this Material does not exist. Have you forgotten to define it in a .material script?
15:30:51: Mesh: Loading littlegus_wheell.mesh.
15:30:51: Can't assign material littlegus_wheell_plastic to SubEntity of Panzer_wheel0 because this Material does not exist. Have you forgotten to define it in a .material script?
15:30:51: Mesh: Loading littlegus_wheelr.mesh.
15:30:51: Can't assign material littlegus_wheelr_plastic to SubEntity of Panzer_wheel1 because this Material does not exist. Have you forgotten to define it in a .material script?
15:30:51: Can't assign material littlegus_wheell_plastic to SubEntity of Panzer_wheel2 because this Material does not exist. Have you forgotten to define it in a .material script?
15:30:51: Can't assign material littlegus_wheelr_plastic to SubEntity of Panzer_wheel3 because this Material does not exist. Have you forgotten to define it in a .material script?
15:30:52: Texture: littlegus_2.jpg: Loading 1 faces(PF_R8G8B8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_X8R8G8B8,2048x2048x1.
15:30:52: Mesh: Loading buggy_body.mesh.
15:30:52: Can't assign material buggy_body_metal to SubEntity of Player_bodyEntity because this Material does not exist. Have you forgotten to define it in a .material script?
15:30:52: Can't assign material buggy_body_plastic to SubEntity of Player_bodyEntity because this Material does not exist. Have you forgotten to define it in a .material script?
15:30:52: Mesh: Loading buggy_wheelfl.mesh.
15:30:52: Can't assign material buggy_wheelfl_plastic to SubEntity of Player_wheel0 because this Material does not exist. Have you forgotten to define it in a .material script?
15:30:52: Can't assign material buggy_wheelfl_metal to SubEntity of Player_wheel0 because this Material does not exist. Have you forgotten to define it in a .material script?
15:30:52: Mesh: Loading buggy_wheelfr.mesh.
15:30:52: Can't assign material buggy_wheelfr_plastic to SubEntity of Player_wheel1 because this Material does not exist. Have you forgotten to define it in a .material script?
15:30:52: Can't assign material buggy_wheelfr_metal to SubEntity of Player_wheel1 because this Material does not exist. Have you forgotten to define it in a .material script?
15:30:52: Mesh: Loading buggy_wheelrl.mesh.
15:30:52: Can't assign material buggy_wheelrl_plastic to SubEntity of Player_wheel2 because this Material does not exist. Have you forgotten to define it in a .material script?
15:30:52: Can't assign material buggy_wheelrl_metal to SubEntity of Player_wheel2 because this Material does not exist. Have you forgotten to define it in a .material script?
15:30:52: Mesh: Loading buggy_wheelrr.mesh.
15:30:52: Can't assign material buggy_wheelrr_plastic to SubEntity of Player_wheel3 because this Material does not exist. Have you forgotten to define it in a .material script?
15:30:52: Can't assign material buggy_wheelrr_metal to SubEntity of Player_wheel3 because this Material does not exist. Have you forgotten to define it in a .material script?
15:30:52: Texture: buggy_3.jpg: Loading 1 faces(PF_R8G8B8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_X8R8G8B8,2048x2048x1.
15:30:53: Texture: smoke4.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with 6 generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
15:31:14: TerrainSceneManager: Activated PageSource Heightmap
15:31:16: *-*-* OGRE Shutdown
15:31:16: *-*-* OGRE Shutdown
15:31:16: Render Target 'rtt/Ogre/ShadowTexture0/183624184' Average FPS: 132.788 Best FPS: 186.879 Worst FPS: 0.133298
15:31:16: Unregistering ResourceManager for type Compositor
15:31:16: Unregistering ResourceManager for type Font
15:31:16: Unregistering ResourceManager for type Skeleton
15:31:16: Unregistering ResourceManager for type Mesh
15:31:16: Unregistering ResourceManager for type HighLevelGpuProgram
15:31:16: Uninstalling plugin: Cg Program Manager
15:31:16: Plugin successfully uninstalled
15:31:16: Unloading library .\Plugin_CgProgramManager
15:31:16: Uninstalling plugin: Octree & Terrain Scene Manager
15:31:16: Plugin successfully uninstalled
15:31:16: Unloading library .\Plugin_OctreeSceneManager
15:31:16: Uninstalling plugin: ParticleFX
15:31:16: Plugin successfully uninstalled
15:31:16: Unloading library .\Plugin_ParticleFX
15:31:16: Uninstalling plugin: GL RenderSystem
15:31:16: Render Target 'ThunderWheels Demo 0.5' Average FPS: 132.825 Best FPS: 186.508 Worst FPS: 0.132767
15:31:16: Unregistering ResourceManager for type GpuProgram
15:31:16: *** Stopping Win32GL Subsystem ***
15:31:16: Unregistering ResourceManager for type Texture
15:31:16: Plugin successfully uninstalled
15:31:16: Unloading library .\RenderSystem_GL
15:31:16: Uninstalling plugin: D3D9 RenderSystem
15:31:16: D3D9 : Shutting down cleanly.
15:31:16: D3D9 : Direct3D9 Rendering Subsystem destroyed.
15:31:16: Plugin successfully uninstalled
15:31:16: Unloading library .\RenderSystem_Direct3D9
15:31:16: Unregistering ResourceManager for type Material


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Stew2000
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Posts: 35
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Location: England

Postby luis » Wed Jul 29, 2009 4:05 pm

nothing wrong in Ogre.log, did you find machineInfo.txt?
I see:
Code: Select all
15:31:16: Render Target 'ThunderWheels Demo 0.5' Average FPS: 132.825 Best FPS: 186.508 Worst FPS: 0.132767

an average of 132 isn't that bad, are you using stencil shadows or texture?
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luis
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Joined: Fri Aug 24, 2007 1:27 pm

Postby luis » Wed Jul 29, 2009 4:31 pm

I'm seeing you're running the game at 800x600, try 1024x768 DX and 32bpp in full screen.....
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luis
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Joined: Fri Aug 24, 2007 1:27 pm

Postby Stew2000 » Wed Jul 29, 2009 4:45 pm

To my mind the average was about 4fps.
I figured out the car and track select screen. I thought in race was the top box in the menu :D

I changed shadow to stencil and didn't make much difference.
The best my PC can handle with Open GL is max of 6 racing. D3d only 2 racing.
at 1024x768 windowed with no aa and vsync on.

All I really need now is a better PC. :roll:
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Stew2000
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Posts: 35
Joined: Fri Jan 25, 2008 7:31 am
Location: England

Postby luis » Wed Jul 29, 2009 7:17 pm

Stew2000 wrote:To my mind the average was about 4fps.
I figured out the car and track select screen. I thought in race was the top box in the menu :D

hmm then our GUI isn't very clear... we'll change it in the next release..
Stew2000 wrote:I changed shadow to stencil and didn't make much difference.
The best my PC can handle with Open GL is max of 6 racing. D3d only 2 racing.
at 1024x768 windowed with no aa and vsync on.

All I really need now is a better PC. :roll:

well, an NVIDIA GeForce 6800 is quite old :) but try this:
OpenGL, 1024x768, no antialias, no VSync, full screen and texture shadows.

let me know if it runs better ;)
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luis
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Posts: 62
Joined: Fri Aug 24, 2007 1:27 pm

Postby Stew2000 » Wed Jul 29, 2009 7:29 pm

Runs well with all 8 cars. my mind says at about 20fps.
Have you made an ingame fps meter yet?
Also might be a good option for disable dust.
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Stew2000
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Posts: 35
Joined: Fri Jan 25, 2008 7:31 am
Location: England

Postby luis » Thu Jul 30, 2009 10:53 am

Stew2000 wrote:Runs well with all 8 cars. my mind says at about 20fps.
Have you made an ingame fps meter yet?
Also might be a good option for disable dust.

yes, you can see the FPS press the key: 'o' (not zero, o like in 'loop')
let me know the FPS you get ;)

there is no way to disable the dustrail, but you can minimize the performance hit by editing: media/particles/gboot.particle and change:
Code: Select all
GBoot/particle/dusttrail
{
   material       GBoot/material/dusttrail
   particle_width    0.6
   particle_height   0.6
   cull_each      false
   quota         10
   billboard_type   point

to this:
Code: Select all
GBoot/particle/dusttrail
{
   material       GBoot/material/dusttrail
   particle_width    0.01
   particle_height   0.01
   cull_each      false
   quota         1
   billboard_type   point


also let me know if you notice better performance (so we could add the option in the next version)....

thanks!
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luis
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Postby Stew2000 » Thu Jul 30, 2009 2:17 pm

Changing the quota to 1 makes the menu crash on start up. changing the values to anything else doesn't make any or very little difference to fps.

With 8 cars using OpenGL, 1024x768 fullscreen and no settings. it averages 56fps.
D3d is around 66fps.
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Stew2000
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Posts: 35
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Location: England

Postby Stew2000 » Thu Jul 30, 2009 2:24 pm

At 1680x1050 with only 2 cars, D3d averages 85fps.
Not too sure how that happened.
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Stew2000
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Location: England

Postby luis » Thu Jul 30, 2009 4:14 pm

well, then you'll be able to play :)
with FPS >= 60 physics simulation is optimal (simulation runs at 60 anyway but graphics match physics so everything runs smooth).
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