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1321
General ENIGMA / Re: SwapBuffers Issue
« on: May 27, 2013, 09:34:22 am »
I had the same problem even when set_synchronization(false) worked. Though I don't remember exactly if I tested that specifically. So if anyone is willing to fix set_synchronization then I could test.
1322
General ENIGMA / Re: SwapBuffers Issue
« on: May 27, 2013, 09:00:31 am »
Nop, didn't help. It is also present in both GL1 and GL3.
1323
General ENIGMA / Re: SwapBuffers Issue
« on: May 27, 2013, 08:39:12 am »
My Win7 Aero is on all the time. So that fix ain't working for me.
1324
General ENIGMA / Re: SwapBuffers Issue
« on: May 27, 2013, 06:23:10 am »Quote
As for single buffering, yes that's going to work but it looks terrible as the drawing is done automatically."That's going work" means you haven't tried it. Because as I said, this is not how double buffering works. So either it's not double buffering problem in the first place, or we just configure double buffering wrong in the GL init.
1325
General ENIGMA / Re: SwapBuffers Issue
« on: May 27, 2013, 03:21:33 am »
Yes I can confirm the problem in your second test as well. But I still seems very wrong for me. That is not how double buffering works. There should not be two different frames, as you can only see the one that has finished rendering and the other which is still rendering. Here we see two completely rendered frames, but with differences because it just renders on one buffer, then flips and renders on the other. In the end we have two buffers with alternating frames. Maybe I am just than idiot and this is how double buffering works, but then everyone should have this problem.
Poly have you tried disabling double buffering and testing? Maybe enable triple buffering?
Poly have you tried disabling double buffering and testing? Maybe enable triple buffering?
1326
General ENIGMA / Re: SwapBuffers Issue
« on: May 26, 2013, 12:22:25 pm »
Well it is buggy because in double buffering the first image should be show on the screen, while the second is rendering, and then the second is flipped with the first one. So the first one holds the previous image all the time. Here though, they seem totally different. Like one part is drawn on one buffer and the other part is draw on the other. That is not how double buffering should work. So I think the problem could be elsewhere. Unless you can disable double buffering and test then.
1327
General ENIGMA / Re: SwapBuffers Issue
« on: May 26, 2013, 06:49:17 am »
I think something changed for you, not for ENIGMA. Because for me this has always been the case. Maybe others on win systems as well. You were one of the few who hadn't have the problem.
1328
General ENIGMA / Re: Testing and logging fps on different systems
« on: May 26, 2013, 06:47:38 am »
Must be, as my monitor is set to 60Hz as well. But previously set_synchronization(false) worked to disable it. Not it doesn't.
1329
General ENIGMA / Re: SwapBuffers Issue
« on: May 26, 2013, 06:09:42 am »
Yes, I have the flickering. Just like I had it before on a totally different system.
1330
General ENIGMA / Re: Innacurate Framerate Counter
« on: May 26, 2013, 06:06:53 am »
Well Windows uses http://en.wikipedia.org/wiki/Multilevel_feedback_queue, which prioritizes I/O. As ENIGMA listens to keyboard and mouse input every step even when no keyboard or mouse functions are used, then I think it would have quite high priority (if in focus), and thus shouldn't be left the end of the queue for long. Especially when no other programs are open. Though Josh is correct, that Sleep(n) just tells the OS that the program will sleep AT LEAST n seconds, not EXACTLY. So OS can make the program sleep much longer than that if it deems it necessary.
1331
General ENIGMA / Re: Testing and logging fps on different systems
« on: May 26, 2013, 05:46:52 am »Quote
Operating System: Windows 7 Ultimate 64-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_gdr.130318-1533)The CPU is actually OC'd to 4.6, but that doesn't show up in Dxdiag.
Processor: Intel(R) Core(TM) i7-3770K CPU @ 3.50GHz (8 CPUs), ~3.5GHz
Memory: 16384MB RAM
Available OS Memory: 16270MB RAM
Page File: 2401MB used, 30134MB available
Windows Dir: C:\Windows
DirectX Version: DirectX 11
1332
General ENIGMA / Re: Testing and logging fps on different systems
« on: May 25, 2013, 04:32:45 pm »
I am for some reason capped on 60.
room_speed: 10, fps: 10
room_speed: 30, fps: 30
room_speed: 45, fps: 45
room_speed: 60, fps: 60
room_speed: 100, fps: 60
room_speed: 200, fps: 60
room_speed: 500, fps: 60
room_speed: 1000, fps: 60
room_speed: 2000, fps: 60
vsync is set to "use 3D application settings" in NVidia control panel. My monitor refresh rate is 60Hz though.
edit: Also tried set_synchronization(false) which worked previously with my 8800GTS, but now it for some reason doesn't. Now I have 660TI.
room_speed: 10, fps: 10
room_speed: 30, fps: 30
room_speed: 45, fps: 45
room_speed: 60, fps: 60
room_speed: 100, fps: 60
room_speed: 200, fps: 60
room_speed: 500, fps: 60
room_speed: 1000, fps: 60
room_speed: 2000, fps: 60
vsync is set to "use 3D application settings" in NVidia control panel. My monitor refresh rate is 60Hz though.
edit: Also tried set_synchronization(false) which worked previously with my 8800GTS, but now it for some reason doesn't. Now I have 660TI.
1333
General ENIGMA / Re: Innacurate Framerate Counter
« on: May 25, 2013, 03:41:44 pm »
I doubt there is any reason to do it the opposite way forthevin. People usually does it like Robert mentioned - Drawing events are less then step events. Not the other way around. You usually don't have to have more than 60 or so FPS anyway, but controls feel a lot more responsive when input is more than 60Hz. So updates are done 120Hz and drawn only 60. All of that depends on the project of course. But as I said, there is no reason to do 120Hz drawing and 30Hz steps, as position updates and game logic is done in step event usually anyway. So of course the 4 draw events would draw the same frame, as nothing has been changed between them.
1334
General ENIGMA / Re: NaturalGM Object Editor
« on: May 24, 2013, 09:25:10 am »
Isn't it meant to be ironic? Like look who's talking.
1335
General ENIGMA / Re: NaturalGM Object Editor
« on: May 23, 2013, 07:49:03 am »
Pre GM:S you could only have several script boxes open. Maybe also different event code boxes for different objects, not several event codes for one object. In LGM this has worked for forever, so I am happy with it.
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