Game Development Community

Shortage of TGEA??

by Mquaker · in Torque Game Engine Advanced · 01/25/2007 (10:44 pm) · 16 replies

TGEA demo version played.
Frame value is from 2 to 80.
cpu 45, Ram 137, and
it happened lag state.
so I set on the option. from force high to force low, resolution, etc..
the result was in the same.
I guess that cpu or ram value is higher than other engine, too.
my pc is 2.4ghz, graphic card geforce 4 ti 4200.

anyway what I want is to solve the lag state.

why does it happen the lag state??

#1
01/26/2007 (1:30 am)
I believe that many of the demo's still are not optimized. I believe that Nvidia cards were the worst. I remember issues with the 4200 particularly.

Just an FYI. What you are referring to is bad frame rates not "lag".
#2
01/26/2007 (8:18 am)
Thanks for your concerning..
uhm...
our game has similar with the lag of tgea demo version.
all graphic cards have it occasionally.
I feel that it's so serious...
it suddenly happen in moving.
I really want to solve the lag.
#3
01/29/2007 (5:43 pm)
Good lord, a Geforce 4200 is so old I've had trouble finding them to test on. Do yourself a huge favor and upgrade that thing.
#4
01/29/2007 (6:02 pm)
It's not lag, as lag implies you're doing something over a network. In terms of your performance issues, seriously upgrade your video card. Shader model 2.0 is a standard now and I'm pretty sure the Geforce 4 series only supports shader model 1.1.
#5
01/30/2007 (6:28 am)
Thanks..

network state is(tied with) lan.

I also used it to test and tested lots graphic cards.
work, not work, support shader, not support, etc
tested lots cases.


The bad frame rates such as "lag" happen repeatly in all computers.

anyway,.. and to conclude.....
I guess that's quite another question with all graphic cards.

Now we are suffering terribly for the bad frame rates such as "lag"and memory leakage.(it increases step by step).
Ram rates also appears variously, In setting forced low, it has ram from 220 to 300, has 500 in forced high.


somebody said it will be solved in optimizing the "HDR"
although we set it, it didn't apply.
Let me know that how to set and optimize it.

thanks....
#6
01/30/2007 (4:33 pm)
What do you consider a bad frame rate? Is it stopping animations like a stutter?
#7
01/30/2007 (4:45 pm)
Ok..
I just want to work well with TGEA.
#8
01/30/2007 (10:13 pm)
Well unless he have more info on your testing baseline configuration and your game build it's gonna be hard to help you it.
#9
01/31/2007 (10:18 am)
HDR/DRL requires ps 2.0 or higher.
#10
01/31/2007 (5:30 pm)
Thanks for your concerning..


@@
Yep, the stopping such as stutter

@@
and I know that it requires px 2.0 or higher, Ti 4200 that supports px1.1 has not HDR.

what I solve is the LOD in a game - optimization of map.
so I asked about the LOD is to do with the hdr's setting and application.

and....

The ups and downs of frame rate is a bit strong.
when we play the game with lots (avarage 12:12), I feel it.

In multiplay when I look the sky or the water, the frame rate is high(80).
when I look the object or big builds, the frame rate is low(1).



memory leakage occurs mainly on ui or game.
it begins average 220 ,after 3 times play, it increases to average 400.
in testing with p4, 2.4ghz, 512M, it had blue screen and the pc's down.
I guess that it occurred because of the memory leakage.

anyway...

without reference to the graphic cards' or pc's requirement,
I guess that there is a central flaw within TGEA.
over and over again, TGEA have the memory leakage[220~400] and the ups and downs of frame.(1~80)

Thanks....~~~~
#11
01/31/2007 (5:54 pm)
Is the leak constant (continual every few seconds) or when re-starting missions?

Also is this using one of the demos or a custom game?
#12
01/31/2007 (6:03 pm)
It(the leak) continually occurs in our game or ui.

and it's not demo or custom.
#13
02/01/2007 (4:17 pm)
Is the leak present with MS 4.2? We killed many leaks for that release. There were still some with Atlas which will be fixed in RC1 (coming out soon).
#14
02/01/2007 (5:16 pm)
Yep, it occurred in changing the map between ui and game.
now we tested with legacy.
also will test with atlas tomorrow.

anyway
try to solve it, so it is getting better and better

Is RC1 release sooner or later ??
oh, great!!
when is it?

uhm, and
could you explain me a problem or note with atlas?

thanks loads..
#15
02/02/2007 (2:08 pm)
Adole: as an experiment, try changing the textures used for the objects you are seeing the slowdown on to a smaller size, say 64x64 square (just downsize it in photoshop, after making a backup!).

Does that give you any better performance?
#16
02/03/2007 (5:03 am)
There are no such objects that occure the slowdown now.

Most of size is 256, some is 512.

in changing a smaller size, is the quality of graphic low or fall down?

and if it saves to 'JPG', is it cause no obstruction to memory rate ?

Thanks !!!