Game Development Community

TGEA 1.8.0 (1.8.1 Beta) bug - artifacts on Intel 965

by Funky Diver · in Torque Game Engine Advanced · 01/31/2009 (10:48 am) · 28 replies

I have a laptop with Intel 965 (x3100) card and TGEA 1.8.0 shows bad flickering on the terrain (Atlas I assume) when it's covered with fog or about to enter the fog line - all the demos show same problem under DirectX and OpenGL. The laptop is updated with latest drivers for Jan 2009.

Here is the shot: http://img102.imageshack.us/my.php?image=tgea181bugfu6.jpg

On top of that, the framerates are very low and movement very sluggish in a very simple scene with only terran and no props/AI running. Not good for a casual game ;)

p.s. GG forum soft is broken - cannot make the image show up, sorry for the plain link
Page«First 1 2 Next»
#21
02/12/2009 (7:59 am)
client/prefs.cs continues:

$pref::Terrain::dynamicLights = "1";
$pref::Terrain::screenError = "4";
$Pref::TerrainEditor::TextureFileSpec = "Image Files (*.png, *.jpg)|*.png;*.jpg|All Files (*.*)|*.*|";
$Pref::TextEditor::FileSpec = "Torque Script Files (*.cs)|*.cs|Torque Gui Files (*.gui)|*.gui|All Files (*.*)|*.*|";
$pref::TextureManager::qualityMode = "1";
$pref::TextureManager::reductionLevel = "2";
$pref::TextureManager::scaleThreshold = "64";
$Pref::timeManagerProcessInterval = "1";
$pref::TS::autoDetail = "1";
$pref::TS::detailAdjust = "0.45";
$pref::TS::skipLoadDLs = "0";
$pref::TS::skipRenderDLs = "0";
$pref::Video::allowD3D = 1;
$pref::Video::allowOpenGL = 0;
$pref::Video::appliedPref = 0;
$pref::Video::BitsPerPixel = "32";
$pref::Video::defaultFenceCount = 2;
$pref::Video::disableVerticalSync = 1;
$pref::Video::displayDevice = "D3D9";
$pref::Video::FSAALevel = "0";
$pref::Video::fullScreen = 0;
$pref::Video::MinBitsPerPixel = "32";
$pref::Video::mode = "800 600 false 32 60 0";
$pref::Video::monitorNum = 0;
$pref::Video::preferOpenGL = 0;
$pref::Video::RefreshRate = "60";
$pref::Video::Resolution = "800 600";
$pref::Video::screenShotFormat = "PNG";
$pref::Video::screenShotSession = 0;
$pref::video::sfxBackBufferSize = "512";
$Pref::Video::ShaderPath = "shaders/procedural";
$pref::Video::windowedRes = "800 600";
$pref::visibleDistanceMod = "1";
==================================================================
#22
02/12/2009 (8:01 am)
Console output for Atlas Demo:

//-------------------------- 2/12/2009 -- 10:42:09 -----
Processor Init:
Intel (unknown, Pentium Pro/II/III family), ~1.40 Ghz
(timed at roughly 1.39 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

Initializing platform...
Input Init:
unknown0 input device created.
unknown1 input device created.
DirectInput enabled.

Done
GFXStringEnumTranslate: Unassigned value in GFXStringTextureFormat: 11
GFXStringEnumTranslate: Unassigned value in GFXStringTextureOp: 24
--------- Loading DIRS ---------

--------- Parsing Arguments ---------
Reading Display Device information...
Primary Display Device Found:
Vendor Id: VEN_0000
Device Id: DEV_0000
Binding server port to default IP
UDP initialized on port 0
DirectX 8 version - 9.0c
DirectX 9 version - 9.0c
GLExtensions: Extension bind failed for glGenQueries
GLExtensions: Extension bind failed for glDeleteQueries
GLExtensions: Extension bind failed for glIsQuery
GLExtensions: Extension bind failed for glBeginQuery
GLExtensions: Extension bind failed for glEndQuery
GLExtensions: Extension bind failed for glGetQueryiv
GLExtensions: Extension bind failed for glGetQueryObjectiv
GLExtensions: Extension bind failed for glGetQueryObjectuiv
GLExtensions: Extension bind failed for glBindBuffer
GLExtensions: Extension bind failed for glDeleteBuffers
GLExtensions: Extension bind failed for glGenBuffers
GLExtensions: Extension bind failed for glIsBuffer
GLExtensions: Extension bind failed for glBufferData
GLExtensions: Extension bind failed for glBufferSubData
GLExtensions: Extension bind failed for glGetBufferSubData
GLExtensions: Extension bind failed for glMapBuffer
GLExtensions: Extension bind failed for glUnmapBuffer
GLExtensions: Extension bind failed for glGetBufferParameteriv
GLExtensions: Extension bind failed for glGetBufferPointerv
Attempting to create GFX device: Mobile Intel(R) 965 Express Chipset Family (D3D9)
GFXD3D9EnumTranslate: Unassigned value in GFXD3D9TextureFormat: 11
Device created, setting adapter and enumerating modes
GFXD3D9Device - using 'd3dx9_33.dll' for dynamic linking.
Cur. D3DDevice ref count=1
Maximum number of simultaneous samplers: 8
Pix version detected: 3.000000
Vert version detected: 3.000000
WMIVideoInfo: Failed to get adapter.

Initializing GFXCardProfiler (D3D9)
o Chipset : ''
o Card : ''
o Version : ''
- Scanning card capabilities...
GFXCardProfiler (D3D9) - Setting capability 'autoMipMapLevel' to 0.
GFXCardProfiler (D3D9) - Setting capability 'maxTextureWidth' to 4096.
GFXCardProfiler (D3D9) - Setting capability 'maxTextureHeight' to 4096.
GFXCardProfiler (D3D9) - Setting capability 'maxTextureSize' to 4096.
GFXCardProfiler (D3D9) - Setting capability 'lerpDetailBlend' to 1.
GFXCardProfiler (D3D9) - Setting capability 'fourStageDetailBlend' to 1.
GFXCardProfiler (D3D9) - Setting capability 'allowRGB24BitTextures' to 0.
- Loading card profiles...
- Loaded card profile profile/D3D9.cs
- No card profile profile/D3D9..cs exists
% - Initialized Common

--------- Initializing MOD: FPS ---------
sfxStartup...
Provider: DirectSound
Device: Primary Sound Driver
Hardware: No
Buffers: 16

--------- Initializing Atlas Demo: Server Scripts ---------

--------- Initializing Atlas Demo: Client Scripts ---------
--------------
Attempting to set resolution to "800 600 false 32 60 0"
Accepted Mode:
--Resolution : 800 600
--Full Screen : No
--Bits Per Pixel : 32
--Refresh Rate : 60
--FSAA Level 0
--------------
Binding server port to default IP
UDP initialized on port 0
Exporting server prefs...

//-----------------------------------------------
Loading light datablocks from: common/lighting/lights/

//-----------------------------------------------
Loading light datablocks from: common/lighting/filters/
*** LOADING MISSION: scriptsAndAssets/data/missions/simple.mis
*** Stage 1 load
*** Stage 2 load
AtlasFile::load - loading Atlas resource a6f91c0 with scriptsAndAssets/data/terrains/arcticBlended.atlas
AtlasInstanceGeomTOC::loadCollisionLeafChunks - Loading leaf collision chunks...
AtlasInstanceGeomTOC::loadCollisionLeafChunks - DONE.
*** Mission loaded
Connect request from: IP:0.0.0.0:0
Connection established 1498
CADD: 1499 local
*** Sending mission load to client: scriptsAndAssets/data/missions/simple.mis
% - Initializing common GUIs
% - Initializing Tools
% - Initializing Tools Base
% - Initializing Base Editor
% - Initializing Mission Editor
% - Initializing Gui Builder
% - Initializing Debugger
#23
02/12/2009 (8:03 am)
console output continues:

Engine initialized...
Window focus status changed: focus: 1
Mapping string: ServerMessage to index: 0
Mapping string: MsgConnectionError to index: 1
Mapping string: MsgLoadInfo to index: 2
Mapping string: MsgLoadDescripition to index: 3
Mapping string: MsgLoadInfoDone to index: 4
Mapping string: MsgClientJoin to index: 5
Mapping string: Welcome to a Torque application %1. to index: 6
Mapping string: Visitor to index: 7
Mapping string: MissionStartPhase1 to index: 8
*** New Mission: scriptsAndAssets/data/missions/simple.mis
*** Phase 1: Download Datablocks & Targets
Mapping string: MissionStartPhase1Ack to index: 0
Mapping string: MissionStartPhase2 to index: 9
*** Phase 2: Download Ghost Objects
Mapping string: MissionStartPhase2Ack to index: 1
Allocating a 512 px clipmap for a 32768px source texture.
- 6 base clipstack entries, + 1 cap.
- Using approximately 9.310000MB of texture memory.
AtlasInstance2::onAdd - took 782 ms to fill clipmap with texture data.
AtlasInstanceGeomTOC::loadCollisionLeafChunks - Loading leaf collision chunks...
AtlasInstanceGeomTOC::loadCollisionLeafChunks - DONE.
Ghost Always objects received.
Mapping string: MissionStartPhase3 to index: 10
Client Replication Startup has Happened!
fxFoliageReplicator - replicated client foliage for 0 objects
*** Phase 3: Mission Lighting
AtlasFile::load - loading Atlas resource 28011770 with scriptsAndAssets/data/terrains/arcticBlended_760bd631.atlas
Successfully loaded mission lighting file: 'scriptsAndAssets/data/missions/simple_760bd631sg.ml'
Mission lighting done
Mapping string: MissionStartPhase3Ack to index: 2
Mapping string: MissionStart to index: 11
Mapping string: SyncClock to index: 12
*** Initial Control Object
Activating DirectInput...
Failed to create resource: [common/data/fonts/Lucida Console 12 (ansi).uft]
Window focus status changed: focus: 0
Using background sleep time: 25
DirectInput deactivated.
Activating DirectInput...
Window focus status changed: focus: 1
Exporting Gui preferences.
CDROP: 1499 local
scriptsAndAssets/client/scripts/serverConnection.cs (173): Unable to find function clearTextureHolds
AtlasFile::waitForPendingWrites - Waiting for pending output to finish.
AtlasFile::waitForPendingWrites - Done!
*** ENDING MISSION
Exporting server prefs...

=====================================================================
#24
02/13/2009 (11:00 am)
@Alexander: I'm sorry I'm not able to help so much, but let's see if we can determine where the problem lies. If you turn fogging off completely (on the sky object) do you still see the problem? What about if you use D3D8 instead of D3D9? Have you tried this on 1.8.1?
#25
02/13/2009 (12:29 pm)
@Jaimi: any help appreciated, thank you!
I really would like to avoid any major changes to default settings to support all cards out of the box.

This is my concern - if I tune it up to work on Intel 965 cards, then I give up a big chunk of functionality for better cards... the more I think about it the more I'd like to hear anything from GG developers to comment on this one.
I can code a big chunk to determine the card and adjust the settings, but I simply would like to avoid it to save my indie time ;) The primary reason I'd like to use Torque is to avoid writing my own engine code, and if I have do it I would throw together Ogre3D+Bullet+OpenAL+OpenIO+Mono(Lua) and I'll be sure it will work Win/OSX/Linux/Wii/XBox360/Sony, I can do it, but dont have time... ;)
Dont get me wrong, I started this thread not to find a solution to my problem, but to let GG devs know that there is a problem that needs to be addressed. I wish GG had a proper bug tracking site open to customers like any other established software businesses...

#26
02/13/2009 (1:51 pm)
Quote:Initializing GFXCardProfiler (D3D9)
o Chipset : ''
o Card : ''
o Version : ''
This part worries me. The video card name was not reported. Are you sure you installed the Intel video drivers? Are you sure it's a X3100?

A problem is that the X3100 actually supports SM 4.0 (aka: DirectX 10), and Torque will default to compiling dynamic shaders using the highest reported shader profile. However, the X3100 is really bad at SM3. Try forcing the SM to a lower profile, adding these to your prefs:

$pref::Video::forcedPixVersion = 2.0;
$pref::Video::forcePixVersion = true;

Also disable all post-processing stuff (bloom, DR lighting and HDR) and lower the shadow quality (to blob shadows, if needed).

Like Jaimi McEntire asked, are you using 1.81? The megaterrain was a major performance issue in 1.7, 1.71 and 1.8.
#27
08/18/2009 (4:18 pm)
Tested with TGEA 1.8.1 with all the suggested settings, the artifacts are still popping out on my X3100 card

@Manoel: I've verified the card specs - it's in my notebook user book, strange it was not reported in the console...
#28
08/23/2009 (3:02 pm)
@Funky i test TGE 1.52 and i think that works better on Intel or integrated graphics, for Casual or maybe Indie games...

The problem for Casual developers is that we loose approx. 20% from market if the game dont works on intel cards.

And the future?, check the las intel report, i dont have the link, but meanwhile check this:
software.intel.com/en-us/articles/common-misconceptions-of-intel-integrated-grap...

software.intel.com/en-us/videos/Bob_and_the_Intel_Media_SDK/

Please GG, help us!, your flags engines needs to be run fine on intel graphics too!....
Page«First 1 2 Next»