VOGONS


First post, by DracoNihil

User metadata
Rank Oldbie
Rank
Oldbie

Unless I make the terrain LOD super aggressive (which results in very warpy terrain as I move about the world) I get really bad framerate on a modern GPU, fluctuates between 15-39 FPS. Going inside of a interior shape that disables terrain rendering results in a consistent 60 FPS.

I was told this was due to modern radeon cards having bad OpenGL 1.x support, does anyone have a old system to do some framerate tests on so I can get a better idea what's going on? I'm currently running a Radeon HD 6870 "BARTS".

I don't know if there's anything I can do to improve my situation, I hope there is a fix of some sort that doesn't involve making the engine aggressively LOD the terrain.

“I am the dragon without a name…”
― Κυνικός Δράκων

Reply 1 of 7, by MrEWhite

User metadata
Rank Oldbie
Rank
Oldbie

Yeah, OpenGL on AMD is terrible. That probably is the cause.

Reply 2 of 7, by Davros

User metadata
Rank l33t
Rank
l33t

Its not that terrible his card can run quake 3 at over 1,000fps

Guardian of the Sacred Five Terabyte's of Gaming Goodness

Reply 3 of 7, by Gamecollector

User metadata
Rank Oldbie
Rank
Oldbie

OGL extensions limit?
As the example if I run Star Trek Voyager: Elite Force on my HD3850 Agp - most OGL extensions aren't used because the list is trimmed before them. And I got 15-17 FPS.

Last edited by Gamecollector on 2016-05-12, 20:00. Edited 1 time in total.

Asus P4P800 SE/Pentium4 3.2E/2 Gb DDR400B,
Radeon HD3850 Agp (Sapphire), Catalyst 14.4 (XpProSp3).
Voodoo2 12 MB SLI, Win2k drivers 1.02.00 (XpProSp3).

Reply 4 of 7, by Firtasik

User metadata
Rank Oldbie
Rank
Oldbie

Starsiege and Starsiegie: Tribes run fine for me (HD 5770).

11 1 111 11 1 1 1 1 1 11 1 1 111 1 111 1 1 1 1 111

Reply 5 of 7, by DracoNihil

User metadata
Rank Oldbie
Rank
Oldbie

I get no differences running with or without a GL Extensions Limit in place. The only thing that makes a serious difference is if the rendering of terrain is turned off, i.e. while inside of a InteriorShape that has a partition that would trigger such culling. Since Dynamix never really did OpenGL properly and the DarkStar engine itself uses a really old 1.x subset I tried using a glide wrapper instead but, even with nGlide I get no performance gains. With nGlide I actually get framerates as low as 5 to 1 FPS if I'm in the view of too many unique textures at once. (Is this VRAM thrashing...?)

I'm not really sure what to think here, other than the engine has incredibly inefficient draw calls. I don't get these problems on any other game from the late 90's...

“I am the dragon without a name…”
― Κυνικός Δράκων

Reply 6 of 7, by leileilol

User metadata
Rank l33t++
Rank
l33t++

it's more due to Darkstar's lightmap uploads when a dlight gets fired on the terrain. They have a lowres lightmap all over the terrain, and when a dynamic light's gonna be placed they have to take a chunk, do a dirty upsample, and then render a higher res lightmap on top of the chunk and upload it and somehow they've done this in a horrendously slow way through their OpenGL driver (probably an entire new texture allocated and uploaded in RGB instead of a partial update through BGRA). This was slow on nVidia cards at the time too, and is not necessarily "ati opengl suck".

Is a Glide wrapper an option for you? That should be a little better since Darkstar has a much better implementation for Glide than GL. (this does not imply Glide is better than OpenGL as a whole - Dynamix biffed it then, and most ICDs were too premature to improve it with.)

apsosig.png
long live PCem

Reply 7 of 7, by DracoNihil

User metadata
Rank Oldbie
Rank
Oldbie

Well I tried nGlide like I said, but when I'm in the vicinity of complex .dis shapes with alot of unique textures the framerate drops to 5 FPS. Not sure what to think there.

The terrain rendering framerate doesn't seem to change.

“I am the dragon without a name…”
― Κυνικός Δράκων