Game Development Community

MS4 bugs?

by Dave · in Torque Game Engine Advanced · 09/07/2006 (2:56 am) · 24 replies

Well, couldn't wait until you guys woke up in America so I downloaded MS4. I ran the demo and have the following probs to report.

1) It's very jerky and slow compared with any previous build. I'm using two NVidia 7800GTX cards in SLI mode and have never had this problem with the earlier builds. I also have the latest drivers, released on the 1st of this month.

2) When the demo returns back to the hall before heading to the outside world, the orc goes completely black except for his glowing eye. Then the demo slows almost to a halt, staggers outside and crashes in a mostly white and yellow tinged landscape which has no textures.

3)When using the small windowed default mode, the glow buffers in the first scenes with the orc show through the orc chracter as if he's semi-transparent. Likewise the red glow on that funny snake-like-chrome-figure-eight thing in one of the other rooms also shows through the object itself.
Strangely, in a larger windowed (1024 x 768) mode or full screen mode (2560 x 1600 with fullscreen pref set to 1) this stops happening.

4) In the early scenes where the orc is dancing as explained in point (3), you can clearly see where the glow is being rendered in one GPU and not the other. That is, the glow appears on the floor plates only in the top half of the frame with a sharp line dividing the bottom half of the frame and cutting off the glow where the second GPU is rendering. Again, I've never experienced this with previous builds.

The water demo runs smoothly with no problems!

Cheers,

Dave.
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#21
09/08/2006 (2:59 am)
Ross and Ben,

Thanks for the AA tip, that solved the ghosting through the objects. I've set AA to "application controlled" rather than turn it off completely and that does the trick. I went through all the stuff below with it turned off completely as well, but no difference.

After turning AA off I was getting wierd artifacts in the refraction scene. Basically magenta lines were moving across the objects around the area where the two GPUs were meeting in the frame. The reflection test in the next scene was OK'ish but had magenta stripes appearing randomly on the "arms" of the sphere.

I switched from split-frame to alternate frame rendering for the GPUs and the problem went away for the refraction test, but then the reflection map in the next scene went crazy. It was flickering like a computer monitor in one of those old films, gradually got worse until there were several copies of the reflection map in the sphere and ended up full of loads of magenta and cyan squares.

At this point I gave up and ran it in single GPU mode. All the problems went away. So there is something going on with the rendering when two or more GPUs are involved. I'm a long-time programmer but have never been near directX so have no idea what could be going on. Any help greatly appreciated.

Thx,

Dave.
#22
09/08/2006 (8:02 am)
Sorry, a post to wrong forum deleted here.
#23
09/08/2006 (8:11 am)
Just to followup, the show mod is working fine for me now...it was a local problem.

Thanks
Todd
#24
09/09/2006 (11:11 am)
This function still reverses RGB to BGR.
atlasGenerateTextureTOCFromLargeJPEG("terrain_water_demo/data/terrains/afrim.jpg", 4, "terrain_water_demo/data/terrains/afrimTexture.atlas");

Work around at the moment is to take your source image and reverse the channels in photoshop prior to importing.

I hope Ben can fix it soon.
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