Game Development Community

Torque too fast

by F.W. Hardijzer · in General Discussion · 10/05/2005 (4:22 am) · 35 replies

Hi,

I recently tried picking up on Torque programming because a really nice game idea popped into my mind, however I'm having trouble running the demo from Torque 1.3.0.
For some reason or another, everything goes WAAAY too fast in the game, the ork (kork) is running around like crazy, doing about 60 laps per minute, I seem to be able to reload my crossbow within milliseconds, and shooting takes about that long too.
When I dare to press W for forward, it looks like someone put red pepper in my behind or something :/
Strangely enough, Marble blast DOES behave properly...
My system specs are:
AMD 64 X2 4200+ (dual core)
NVidia GF7800GTX
ASUS A8N-SLI

I have the same problem with Crazy Taxi 3, but that's not a huge issue since I rarely play it anyway. Torque is a problem because I want to use it to make my own game...

Bye,
TB
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#1
10/05/2005 (4:52 am)
Hey DJ, sounds like a weird issue with the global game timescale, I would check that if I were you. Also one thing to try would be virtual sync.

On other games I see it being a problem since the speed of the game is sometimes only related to the rendering speed. Yet since torque is on a network model updating at 32ms, I cant really think what would be causing that.

P.S Looks like you picked up a nice brand new system there :p
#2
10/05/2005 (5:52 am)
Wow, didn't think you'd still hang around here ;)
I tried vsync, it doesn't fix it at all... it just makes the screen way choppier...
I'm thinking that maybe the timing algorithm isn't really compatible with dual-core or AMD Cool 'n Quiet (although disabling it doesn't help)
#3
10/05/2005 (6:20 am)
Alright, I did some of my own digging
on line 1101 in winWindow.cc changing this line:
mUsingPerfCounter = QueryPerformanceFrequency((LARGE_INTEGER *) &mFrequency);
to
mUsingPerfCounter = false;
Fixes the problem by forcing Torque to use GetTickCount instead of the QueryPerformanceCounter method...
I think this might be the case:
[quote=MSDN]
On a multiprocessor computer, it should not matter which processor is called. However, you can get different results on different processors due to bugs in the basic input/output system (BIOS) or the hardware abstraction layer (HAL). To specify processor affinity for a thread, use the SetThreadAffinityMask function.
[/quote]
(source: http://msdn.microsoft.com/library/default.asp?url=/library/en-us/winui/winui/windowsuserinterface/windowing/timers/timerreference/timerfunctions/queryperformancecounter.asp)

One option would be to force all threads to run on one processor, but that'd beat the point of having two...
So I might build in a check to see if a system contains more than one processor and if so, switch to other means of timing, like a multimedia timer...
#4
10/05/2005 (7:19 am)
Do some searches on the forums. Torque has issues with 64bit processors. I think there's an easy fix though.
#5
10/05/2005 (7:21 am)
I doubt it's the 64-bitness... It's running in 32-bit mode ;) Didn't get a 64-bit OS yet...
#6
10/05/2005 (7:23 am)
Hi F.W.

Its odd, I JUST joined and on my first forum view I have the answer! ;) Its a simple driver install distributed directly from AMD. I previously had this issue and found the answer after searching and searching! Here is the link:

http://www.amd.com/us-en/Processors/TechnicalResources/0,,30_182_871_13118,00.html

There are two driver versions (each classified as drivers). The first is for x64 versions of windows and the second is for x32 versions of windows. This should solve the problem, let me know if it works!

-Jason
#7
10/05/2005 (7:55 am)
Nice machine you have, I think the problem might be the fact that your computer runs really fast with your dual core processor, so the game is able to perform actions faster in the demo, but thats what i think..
#8
10/05/2005 (8:05 am)
"I think the problem might be the fact that your computer runs really fast with your dual core processor, so the game is able to perform actions faster in the demo, but thats what i think.."
That was the fact with older 386 games ;) I think that's why computers in that time had a "Turbo" button :P
Nowadays games usually have a timing method making sure that things don't run too fast or too slow...

Anyway, I fixed the problem, it was indeed the weirdo AMD64 driver that fixed it :P
Thanks Jason
#9
10/05/2005 (8:49 am)
Glad it worked! Oddly enough you have the EXACT system specs I do... lol. Tell me your using a Raptor HD and an Asus brand 7800 GTX and I'll be scared :P.

-Jason
#10
10/05/2005 (8:51 am)
Well, I don't have a raptor :P
I didn't think I'd need that with 2GB of low-latency memory :P
I do have the ASUS GF7800GTX though.... ;)
#11
01/22/2006 (1:03 pm)
You guys are great, I have had this problem for ages on my amd x2 cpu, thanks!
#12
03/20/2006 (4:57 am)
Got myself a new Dual Core AMD system too with the same problem of all my Torque apps being too fast now. Will try that driver Jason mentioned as I had to go uncheck one of the CPUs in the Processor Affinity each time I wanted to test something done in Torque. Guess there will be a few other games that won't work properly either, but I didn't play games on the new system yet :/
#13
05/16/2006 (12:28 am)
I just got a brand new dual-core system and discovered the EXACT same problem trying to run my code that has been in development for months on other systems. I will keep you posted!

Jay Barnson
Tales of the Rampant Coyote
#14
05/16/2006 (8:06 am)
Update: The fix worked fine.

But I'm concerned about customers. No other games had this problem. I'm worried about tech support issues when I release a Torque game (it WILL happen, someday, I promise....) As dual-core machines become the standard, this problem is going to rear its ugly head more often, and I don't want to direct people to the AMD link and hope they follow instructions.

Anyone have any cool Dual-Core Compatible high-performance timing code they can recommend to replace the existing code?

Jay Barnson
Tales of the Rampant Coyote
#15
05/17/2006 (7:41 am)
This sounds like a growing concern for torque developers.
#16
05/24/2006 (8:10 am)
Actually, it's a growing concern for ALL game developers - it's not just Torque.

Here's a thread out at indiegamer about this very issue.

Jay Barnson
Tales of the Rampant Coyote
#17
05/24/2006 (9:00 am)
I don't know how to say this but the thread on indiegamer is making it look like a bigger issue than it really is.

I have never had any problems with my hyperthreaded computer. Multi-cpu is another thing though.
#18
05/24/2006 (10:26 am)
I never had any problems at all until I tried to run my game on my new dual-core machine. Then - WOAH! At first I thought my code was horribly broken. Then I tried the default Torque demo, and saw the same thing happen.

Right now, AMD and Intel are REALLY pushing the dual-core CPUs, and I expect that like 64-bit, it won't be long before virtually all new machines are dual-core. So the problem DOES need to be addressed. But it looks like there are several solutions. It's just that none of them sound "perfect" yet.

Jay Barnson
Tales of the Rampant Coyote
#19
09/09/2006 (3:53 pm)
Problem? noooo... not when 2 competing companies want us to buy their stuff without making sure they can handle everything without download this & update that! lol
#20
09/19/2006 (2:21 pm)
I've just stumbled upon some framerate crippling results from a newly purchased Intel dual core machine. for instance, the torque fps demo runs perfectly at times - but at other times the demo starts at a brain numbing 2fps, and that's where it stays.

i've been to the AMD site and saw the 'fix' mentioned above, but after a very frustrating phone conversation with a representative from Intel, it seems that there is no similar fix from that camp. In fact, they don't recognize a problem at all.

are there any other Intel dual core users here? have you had problems?
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