Game Development Community

TGB AGAIN unresponsive, sluggish now in windows 7.

by Shane · in Torque Game Builder · 10/25/2009 (4:29 am) · 18 replies

So the sugarplums dancing in my head of getting torque game builder working properly in windows 7 when it came out were now dashed. The whole reason I got windows 7, installed windows 7...was hopes that it would solve my TGB issue of it loading slowly, and once minimized taking a while to restore if clicked on in the task bar...and other sluggishness. While its up and not doing its stupid sluggishness stuff, it works great...but then inevitably there is a window that pops up in front of it from another program or something or other and bam the whole screen freezes without my CPU usage going up or anything..very odd.

So yay me, my bad ass computer that runs anything it wants is brought to its knees by TGB. Making it even less likely I will use the TGB cause now my only option is my mac laptop that is booted into windows xp. Fun fun.

Now admitingly the install JUST finished, It was an upgrade and it is 1:30am...just sorta depressing. I would love to know whats causing this issue...


Shane
p.s. would a dxdiag print out help?


#1
10/25/2009 (10:43 am)
No a DX diag print out wouldn't help as using DX would be the worst possible idea at all.
The TGE and thus TGB DX support is submarine class ... its there to have a fallback at all but at best you are "only" 40% slower than OpenGL.

My guess is that your opengl driver support is kind of crapped at the time.


When Torque2D happens, most of that will likely gone as it is no longer killed by TGEs rendering backend but by a modern, really DX supporting one.
#2
10/26/2009 (1:08 am)
eh i have this issue and it seems to come and go I can't quite pinpoint why it does it. Try this though make an edit save your project run it then stop it and see if it still does this when it loses focus. I just know that after I have been running TGB for awhile it stops doing the unresponsive thing when losing focus. I have not figured out why. A reboot causes the situation to come back though (I think)
#3
10/31/2009 (10:41 pm)
Ok I finally figured out what was causing this issue at least in my case, The problem is related to direct input. Here is what gets put in the console log when this happens

DirectInput deactivated.
Activating DirectInput...

When you click back on the TGB window it tries to reactivate direct input but is having trouble doing so for some reason. In my case it was a DVI KVM switch. I have a DVI KVM switch that my Macbook Pro and Windows host are hooked to so I can share monitor mouse and keyboard. Well this was apparently playing havoc with TGB when it was trying to activate direct input on Windows 7 64 bit.

To see if this is also the issue for you I recommend unplugging all USB devices from your system except for the keyboard and mouse and make sure they are plugged directly in to a USB port on the PC itself. If all is well after that start plugging things back in one at a time to see if any USB device is causing a problem.
#4
11/01/2009 (7:00 pm)
Thanks for the response @Allen Jeter. Though this happens even in the TGB the editor itself, do you think still its a DirectInput problem? I did just upgrade my graphics drivers (Again) going to cross my fingers. I would be one happy camper if this all works out...
#5
11/01/2009 (8:44 pm)
Yes I do the editor still uses the torque game engine it's built on torque using the gui builder. So it's still using direct input. And I was having the slowness in the editor as well and it solved it for me.
#6
11/01/2009 (9:11 pm)
Wow okay, so get this. I did as you said, just keyboard and mouse. I boot up the editor...it pauses, flickrs the screen then my mouse cursor freezes and computer reboots. interesting to say the least... I wonder if its a versioning issue with my USB drivers? or bad version of directX or what I dunno, at least something DIFFERENT happened.
#7
11/02/2009 (5:39 pm)
Not to add more random things to check, but in my case I noticed the RSS news feed reader was loading in a bunch of garbage data that took a long time to load... made the editor non-responsive for a good handful of seconds.

Unchecking it under the Help... About... Insider tab... fixed it up nicely for me. Now it is responsive as soon as the window is open.

May not be related to your sluggishness, but I figured I'd through it out there just in case.
#8
11/02/2009 (10:24 pm)
What sort of mouse do you have? You could try a a different Kb and mouse if you have extras laying around. I have a Logitech G7 and I had the latest version of setpoint installed. Some where along the way in the troubleshooting process I uninstalled setpoint. I never did reinstall it so right now I am running on the default Microsoft Mouse driver that comes with Windows 7. Might try uninstalling setpoint if you have that or anything like it installed for your mouse or keyboard.
#9
11/03/2009 (12:35 am)
Well so its a microsoft keyboard and mouse (Both USB that I have connected up....)

I do have two PS/2 ports my friend said he'd send some old hardware my way if I needed it. I also wonder if there is some messed up way with the way I connected the case's front USB's to the motherboard to start this problem... i dunno I did build the machine myself. This is driving me nuts :(

It is so bad im considering another big ass laptop for torque development.
#10
11/04/2009 (1:05 am)
does the TGB itself have a nice console print out so I can maybe see whats happening before my pc freezes and resets itself?

and is there anything in the dxdiag I can post here to help decide whats going on with my machine?
#11
11/04/2009 (1:12 am)
Oh okay, I think i found some of the console.log thats in my tgb folder of my garagegames torque game builder 1.7.4 install folder: So the startups from the console.log it seems...


//-------------------------- 11/2/2009 -- 21:38:36 -----
Processor Init:
Intel (unknown, Pentium Pro/II/III family), ~2.40 Ghz
(timed at roughly 2.42 Ghz)
FPU detected
MMX detected
SSE detected

Math Init:
Installing Standard C extensions
Installing Assembly extensions
Installing FPU extensions
Installing MMX extensions
Installing SSE extensions

Input Init:
DirectInput enabled.

Initializing chunk mappings...
o 'TEXT' maps to TextChunk
o 'SCHK' maps to UnknownChunk
o 'SCHK' maps to SimChunk
Loading compiled script C:/GarageGames/TorqueGameBuilder-1.7.4/tgb/common/main.cs.
Loading compiled script C:/GarageGames/TorqueGameBuilder-1.7.4/tgb/tools/main.cs.
Loading compiled script C:/GarageGames/TorqueGameBuilder-1.7.4/tgb/common/preferences/defaultPrefs.cs.
Reading Display Device information...
Primary Display Device Found:
Vendor Id: VEN_0000
Device Id: DEV_0000

Using OpenGL rendering. Fullscreen: 0

Executing C:/Users/shane/AppData/Roaming/GarageGames/TorqueGameBuilder/commonPrefs.cs.
Loading compiled script C:/GarageGames/TorqueGameBuilder-1.7.4/tgb/common/gameScripts/common.cs.
Loading compiled script C:/GarageGames/TorqueGameBuilder-1.7.4/tgb/common/gameScripts/audio.cs.
Loading compiled script C:/GarageGames/TorqueGameBuilder-1.7.4/tgb/common/gameScripts/canvas.cs.
Loading compiled script C:/GarageGames/TorqueGameBuilder-1.7.4/tgb/common/gameScripts/cursor.cs.
Binding server port to default IP
UDP initialized on port 0
Video Init:
Accelerated OpenGL display device detected.
Accelerated D3D device detected.
Voodoo 2 display device not detected.

Activating the D3D display device...
Setting screen mode to 1680x1050x32 (w)...
Creating a new window...
Acquiring a new device context...
Pixel format set:
32 color bits, 32 depth bits, 0 stencil bits
Creating a new rendering context...
Making the new rendering context current...
OpenGL driver information:
Vendor: Microsoft Corp.
Renderer: Direct3D
Version: 1.1
OpenGL Init: Enabled Extensions
ARB_multitexture (Max Texture Units: 2)
EXT_compiled_vertex_array
EXT_texture_env_combine
EXT_fog_coord
OpenGL Init: Disabled Extensions
EXT_blend_color
EXT_blend_minmax
EXT_paletted_texture
NV_vertex_array_range
EXT_packed_pixels
ARB_texture_compression
EXT_texture_compression_s3tc
3DFX_texture_compression_FXT1
(ARB|EXT)_texture_env_add
EXT_texture_filter_anisotropic
WGL_EXT_swap_control

Max Texture Size reported as: 8192
OpenAL Driver Init:
Vendor: Creative Labs Inc.
Version: OpenAL 1.0
Renderer: Software
Extensions: EAX 2.0, EAX 3.0, EAX Unified, and EAX-AC3
#12
11/05/2009 (12:11 am)
So you have your KB and mouse plugged in to the front USB ports on your computer? Have you tried plugging the Mouse and KB in to the rear USB ports on the Motherboard?
#13
11/05/2009 (1:40 am)
Actually my bad, i had it plugged into the back...I thought maybe how i plugged in the fronts to the motherboard might of had something to do but I guess those are essentially "off" until something is plugged into them. So in short, keyboard mouse plugged into back. Software still resets...posted the console.log from the TGB folder.
#14
11/05/2009 (10:47 am)
Your console log seems to indicate that you're using the default Microsoft OpenGL 1.1 driver, that's pretty dire.

You should at least have OpenGL support from your vendors graphics card driver. For instance, on mine I get the following reported running TGB v1.7.4 under Windows 7 64-bit Ultimate:
OpenGL driver information:
  Vendor: NVIDIA Corporation
  Renderer: GeForce GTX 280/PCI/SSE2
  Version: 3.2.0

What version of OpenGL does your driver report? Try running the following utility: glView.

#15
11/05/2009 (11:21 am)
I just installed latest driver from nvidia. How do I get the right opengl drivers installed?
#16
11/05/2009 (9:42 pm)
Got it!
32 color bits, 24 depth bits, 8 stencil bits
Creating a new rendering context...
Making the new rendering context current...
OpenGL driver information:
Vendor: NVIDIA Corporation
Renderer: GeForce 9800 GT/PCI/SSE2
Version: 3.2.0
OpenGL Init: Enabled Extensions

was using the direct3d renderer. Wow I cannot begin to tell you how happy I am it seems to work. Under the direct3d rendere...the tgb would act wonky, and reset when I tried to load the game project I am working on. Now under openGL it seems to (cross fingers) run fine. OMG i am soo happy...this is with just my mouse and keyboard hooked up so we shall see...but I am soo happy :)

Thanks to everyone who offered their .02$

#17
11/09/2009 (12:03 am)
Okay, I am putting this here for completeness. THe driver was just part my problem. The other suggestion of unplugging my usb devices were the other progroblem and im 99% sure what the issue is, that I have a mac monitor plugged into my PC. ANd the mac montiro has firewire and usb ports on it. so the plug to the pc was usb, firewire, and dvi. When the mac's usb is plugged into the back of the pc TGB gets sluggish again. So there you have it.
#18
11/09/2009 (11:18 pm)
Very interesting in the sense that I too have a Mac monitor plugged in with USB and Firewire a 23" Cinema HD display. The USB was plugged in to my KVM I assumed it was the KVM but after you mentioned a Mac monitor I tried using the KVM and TGB without the Mac monitor USB plugged in and low and behold my KVM was not causing the issue it was the Apple Cinema HD USB hub. W00t! I have my KVM back the Cinema HD USB hub is no great loss. Thanks for posting that info Shane seems in the end we have helped each other out.