Documentation - details on shader model for given features - RESOLVED
by Richard Ranft · in Torque 3D Professional · 04/24/2011 (8:53 am) · 8 replies
Can someone on the docs team note in the feature documentation somewhere what SM is required for that feature? I think that the vertex shaders used for dynamic vegetation sway must be SM 3.0 because on SM 2.0 cards the mission seems to go bananas at "lighting mission." The processor bounces within 4% of 50% and memory usage hovers within about 15k of 450megs, so it looks like it's still trying to load the mission, but we give up after about 30 minutes.
With this being the case, I'm also wondering if the fallbacks shouldn't include things like this. Perhaps just ignore any shader that the card doesn't support for now, though this isn't the most elegant solution. Or is there a SM 2.0 version of this shader and I'm just missing it?
I know you guys are busy - just thought I'd mention it.
With this being the case, I'm also wondering if the fallbacks shouldn't include things like this. Perhaps just ignore any shader that the card doesn't support for now, though this isn't the most elegant solution. Or is there a SM 2.0 version of this shader and I'm just missing it?
I know you guys are busy - just thought I'd mention it.
About the author
I was a soldier, then a computer technician, an electrician, a technical writer, game programmer, and now software test/tools developer. I've been a hobbyist programmer since the age of 13.
#2
04/24/2011 (6:39 pm)
Thanks man!
#3
I'm trying to reproduce your issue, but am having a little trouble.(Note, I used the Full Template to test this out.) I forced the engine to use SM2.0, painted down a couple of trees, and placed a wind emitter in the scene. All of the trees seemed to sway just fine. (And the level loaded fairly quickly.)
Do you think we can get some more information on this issue so we can look into it? I'd like to know the GPU you're experiencing this on. Is this issue happening in Beta 3, or the 1.1 Preview?
Also any details on reproduction steps will reeeeeally help. (.mis/level files, reproducing it against one of the templates or examples, etc.)
05/03/2011 (9:41 pm)
Hey there, Richard.I'm trying to reproduce your issue, but am having a little trouble.(Note, I used the Full Template to test this out.) I forced the engine to use SM2.0, painted down a couple of trees, and placed a wind emitter in the scene. All of the trees seemed to sway just fine. (And the level loaded fairly quickly.)
Do you think we can get some more information on this issue so we can look into it? I'd like to know the GPU you're experiencing this on. Is this issue happening in Beta 3, or the 1.1 Preview?
Also any details on reproduction steps will reeeeeally help. (.mis/level files, reproducing it against one of the templates or examples, etc.)
#4
As far as the mission, I just dropped a clean build of the 1.1 Preview exe into the game folder for the FPS Example and loaded up the Deathball Desert mission. I know his video card is a mid-level ATI Radeon that only supports SM 2.0. As far as the cause of his issue, I was just guessing since a regular mission from the Full Template with some of the default statics and forest objects runs just fine on his rig.
Anyway - let me get some more info for you.
05/03/2011 (10:08 pm)
Let me get with my friend for system specs.As far as the mission, I just dropped a clean build of the 1.1 Preview exe into the game folder for the FPS Example and loaded up the Deathball Desert mission. I know his video card is a mid-level ATI Radeon that only supports SM 2.0. As far as the cause of his issue, I was just guessing since a regular mission from the Full Template with some of the default statics and forest objects runs just fine on his rig.
Anyway - let me get some more info for you.
#5
I sent him a new spawn.cs with the error corrected and I'll get him to try it again.
05/04/2011 (11:39 am)
Ok, I have info - I'll email you the console.log file. I see several loading issues, but ultimately it looks like the hang was my fault - I was tinkering with my spawn.cs, specifically the pickSpawnPoint() function, and had an issues that I needed to address regarding unnamed spawn points.I sent him a new spawn.cs with the error corrected and I'll get him to try it again.
#6
When you get them to try it all out, would you mind testing against a stock build? (One with no modifications whatsoever.) It'll make it easier to single out the issue so we can quickly fix it.
Thanks!
EDIT:
For reference, here's what I'm doing.
1) Do a clean build on the Full template, no modifications at all.
2) Launch the Full Template in the debugger.
3) Wait for the splash screen to load and hit F11.
4) Launch the "Empty Terrain" level.
5) After the level loads into the editor, create a forest by selecting the forest editor and attempting to paint down a tree. (A dialog will come up.)
6) Select The brush tool and click on "Example Element" in the inspector. (Should be under the rollout.)
7) Paint a couple of trees down. (I dropped down about 30 or so.)
8) Enter the Object Editor, and place a Wind Emitter from the library.
9) Trees are now swaying.
10) Save the level.
11) Exit the program.
12) Re-load the program back up and open the Empty Terrain level again.
13) On my box, the level loads fine, and the trees are still swaying.
Did I miss anything?
05/05/2011 (6:36 pm)
Ah, I was under the impression that this was a clean build of the Full Template/FPS Example.When you get them to try it all out, would you mind testing against a stock build? (One with no modifications whatsoever.) It'll make it easier to single out the issue so we can quickly fix it.
Thanks!
EDIT:
For reference, here's what I'm doing.
1) Do a clean build on the Full template, no modifications at all.
2) Launch the Full Template in the debugger.
3) Wait for the splash screen to load and hit F11.
4) Launch the "Empty Terrain" level.
5) After the level loads into the editor, create a forest by selecting the forest editor and attempting to paint down a tree. (A dialog will come up.)
6) Select The brush tool and click on "Example Element" in the inspector. (Should be under the rollout.)
7) Paint a couple of trees down. (I dropped down about 30 or so.)
8) Enter the Object Editor, and place a Wind Emitter from the library.
9) Trees are now swaying.
10) Save the level.
11) Exit the program.
12) Re-load the program back up and open the Empty Terrain level again.
13) On my box, the level loads fine, and the trees are still swaying.
Did I miss anything?
#7
05/05/2011 (7:03 pm)
Ok, I just dropped a log from a clean build of the FPS Example on his machine to your email. This was a load of the Deathball Desert mission as shipped and from a clean 1.1 Preview build. I will put together a mission and build as you have described and get back to you as it will take a few - I'll have to package it up and hand it to him on a CD....
#8
05/26/2011 (9:49 am)
Since we haven't heard anything back on this issue and we've been unable to reproduce, I'm going to mark this as resolved for now. If this is still an issue after 1.1 Final then we'll reopen the ticket.
Associate Tom Spilman
Sickhead Games
I've entered a ticket to investigate it. THREED-1734
There is a ticket for docs on shaders/materials... i've added this request to it.