Big Imp wrote:Aye I stil am seeing the discolight twitching in the left corner.. I played yesterday, I haven't checked today but I will.
Big Imp wrote:Still a twitching disco ball, on the latest build .
sven wrote:Big Imp wrote:Still a twitching disco ball, on the latest build .
ok, as of the latest stable build (r12005), it looks like *fewer* people are seeing this bug. is it still there for you? (and if it is, could you tell me specifically what color stars it's happening for (yellow, orange, red-dwarf, red-giant, or blue-giant)?
icekatze wrote:I am not sure if this is a problem with the animation or a problem with graphics cards, but as I've been playing the Phidi, I've been noticing that the churning water animation that plays over certain sections of their ships and over their adviser panels will occasional skip or flicker. It happens pretty regularly, about every 5 seconds or so.
Arioch wrote:icekatze wrote:I am not sure if this is a problem with the animation or a problem with graphics cards, but as I've been playing the Phidi, I've been noticing that the churning water animation that plays over certain sections of their ships and over their adviser panels will occasional skip or flicker. It happens pretty regularly, about every 5 seconds or so.
What graphics card do you have?
Gyrfalcon wrote:I'm seeing this on the Orthin colony ship, too.
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OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: GeForce 7950 GT/PCIe/SSE2
OpenGL version string: 2.1.2
OpenGL shader language version: 1.20 NVIDIA via Cg compiler
OpenGL extensions (GL_):
GL_ARB_color_buffer_float, GL_ARB_compressed_texture_pixel_storage,
GL_ARB_conservative_depth, GL_ARB_copy_buffer, GL_ARB_depth_clamp,
GL_ARB_depth_texture, GL_ARB_draw_buffers, GL_ARB_ES2_compatibility,
GL_ARB_explicit_attrib_location, GL_ARB_fragment_program,
GL_ARB_fragment_program_shadow, GL_ARB_fragment_shader,
GL_ARB_framebuffer_object, GL_ARB_get_program_binary,
GL_ARB_half_float_pixel, GL_ARB_half_float_vertex, GL_ARB_imaging,
GL_ARB_internalformat_query, GL_ARB_map_buffer_alignment,
GL_ARB_map_buffer_range, GL_ARB_multisample, GL_ARB_multitexture,
GL_ARB_occlusion_query, GL_ARB_occlusion_query2, GL_ARB_pixel_buffer_object,
GL_ARB_point_parameters, GL_ARB_point_sprite, GL_ARB_provoking_vertex,
GL_ARB_robustness, GL_ARB_sampler_objects, GL_ARB_separate_shader_objects,
GL_ARB_shader_objects, GL_ARB_shading_language_100,
GL_ARB_shading_language_420pack, GL_ARB_shading_language_include,
GL_ARB_shadow, GL_ARB_sync, GL_ARB_texture_border_clamp,
GL_ARB_texture_compression, GL_ARB_texture_cube_map, GL_ARB_texture_env_add,
GL_ARB_texture_env_combine, GL_ARB_texture_env_crossbar,
GL_ARB_texture_env_dot3, GL_ARB_texture_float,
GL_ARB_texture_mirrored_repeat, GL_ARB_texture_non_power_of_two,
GL_ARB_texture_rectangle, GL_ARB_texture_rg, GL_ARB_texture_storage,
GL_ARB_texture_swizzle, GL_ARB_timer_query, GL_ARB_transpose_matrix,
GL_ARB_vertex_array_bgra, GL_ARB_vertex_array_object,
GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader,
GL_ARB_window_pos, GL_ATI_draw_buffers, GL_ATI_texture_float,
GL_ATI_texture_mirror_once, GL_S3_s3tc, GL_EXT_texture_env_add, GL_EXT_abgr,
GL_EXT_bgra, GL_EXT_blend_color, GL_EXT_blend_equation_separate,
GL_EXT_blend_func_separate, GL_EXT_blend_minmax, GL_EXT_blend_subtract,
GL_EXT_compiled_vertex_array, GL_EXT_Cg_shader, GL_EXT_depth_bounds_test,
GL_EXT_direct_state_access, GL_EXT_draw_range_elements, GL_EXT_fog_coord,
GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample,
GL_EXT_framebuffer_object, GL_EXT_gpu_program_parameters,
GL_EXT_multi_draw_arrays, GL_EXT_packed_depth_stencil, GL_EXT_packed_pixels,
GL_EXT_pixel_buffer_object, GL_EXT_point_parameters,
GL_EXT_provoking_vertex, GL_EXT_rescale_normal, GL_EXT_secondary_color,
GL_EXT_separate_shader_objects, GL_EXT_separate_specular_color,
GL_EXT_shadow_funcs, GL_EXT_stencil_two_side, GL_EXT_stencil_wrap,
GL_EXT_texture3D, GL_EXT_texture_compression_dxt1,
GL_EXT_texture_compression_s3tc, GL_EXT_texture_cube_map,
GL_EXT_texture_edge_clamp, GL_EXT_texture_env_combine,
GL_EXT_texture_env_dot3, GL_EXT_texture_filter_anisotropic,
GL_EXT_texture_format_BGRA8888, GL_EXT_texture_lod, GL_EXT_texture_lod_bias,
GL_EXT_texture_mirror_clamp, GL_EXT_texture_object, GL_EXT_texture_sRGB,
GL_EXT_texture_sRGB_decode, GL_EXT_texture_storage, GL_EXT_texture_swizzle,
GL_EXT_timer_query, GL_EXT_vertex_array, GL_EXT_vertex_array_bgra,
GL_EXT_import_sync_object, GL_IBM_rasterpos_clip,
GL_IBM_texture_mirrored_repeat, GL_KTX_buffer_region, GL_NV_alpha_test,
GL_NV_blend_minmax, GL_NV_blend_square, GL_NV_complex_primitives,
GL_NV_copy_depth_to_color, GL_NV_depth_clamp, GL_NV_ES1_1_compatibility,
GL_NV_fbo_color_attachments, GL_NV_fence, GL_NV_float_buffer,
GL_NV_fog_distance, GL_NV_fragdepth, GL_NV_fragment_program,
GL_NV_fragment_program_option, GL_NV_fragment_program2,
GL_NV_framebuffer_multisample_coverage, GL_NV_half_float,
GL_NV_light_max_exponent, GL_NV_multisample_filter_hint,
GL_NV_occlusion_query, GL_NV_packed_depth_stencil, GL_NV_pixel_data_range,
GL_NV_point_sprite, GL_NV_primitive_restart, GL_NV_register_combiners,
GL_NV_register_combiners2, GL_NV_texgen_reflection, GL_NV_texture_barrier,
GL_NV_texture_compression_vtc, GL_NV_texture_env_combine4,
GL_NV_texture_expand_normal, GL_NV_texture_lod_clamp,
GL_NV_texture_rectangle, GL_NV_texture_shader, GL_NV_texture_shader2,
GL_NV_texture_shader3, GL_NV_vertex_array_range, GL_NV_vertex_array_range2,
GL_NV_vertex_program, GL_NV_vertex_program1_1, GL_NV_vertex_program2,
GL_NV_vertex_program2_option, GL_NV_vertex_program3,
GL_NVX_conditional_render, GL_OES_compressed_paletted_texture,
GL_OES_depth24, GL_OES_depth32, GL_OES_depth_texture,
GL_OES_element_index_uint, GL_OES_fbo_render_mipmap,
GL_OES_get_program_binary, GL_OES_mapbuffer, GL_OES_packed_depth_stencil,
GL_OES_point_size_array, GL_OES_point_sprite, GL_OES_rgb8_rgba8,
GL_OES_read_format, GL_OES_standard_derivatives, GL_OES_texture_3D,
GL_OES_texture_float, GL_OES_texture_float_linear,
GL_OES_texture_half_float, GL_OES_texture_half_float_linear,
GL_OES_texture_npot, GL_OES_vertex_array_object, GL_OES_vertex_half_float,
GL_SGIS_generate_mipmap, GL_SGIS_texture_lod, GL_SGIX_depth_texture,
GL_SGIX_shadow, GL_SUN_slice_accum, GL_WIN_swap_hint, WGL_EXT_swap_control.
GLU version string: 1.2.2.0 Microsoft Corporation
GLU extensions (GLU_):
GL_EXT_bgra.
WGL extensions (WGL_):
WGL_ARB_buffer_region, WGL_ARB_create_context,
WGL_ARB_create_context_profile, WGL_ARB_create_context_robustness,
WGL_ARB_extensions_string, WGL_ARB_make_current_read, WGL_ARB_multisample,
WGL_ARB_pbuffer, WGL_ARB_pixel_format, WGL_ARB_pixel_format_float,
WGL_ARB_render_texture, WGL_ATI_pixel_format_float,
WGL_EXT_create_context_es_profile, WGL_EXT_create_context_es2_profile,
WGL_EXT_extensions_string, WGL_EXT_swap_control, WGL_EXT_swap_control_tear,
WGL_NV_float_buffer, WGL_NV_render_depth_texture,
WGL_NV_render_texture_rectangle.
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Win32_OperatingSystem:
FreePhysicalMemory = 1873864
OSArchitecture = 64-bit
Version = 6.1.7601
Caption = Microsoft Windows 7 Ultimate N
LocalDateTime = 20150420130728.407000-240
Win32_Processor:
Name = AMD Athlon(tm) 64 X2 Dual Core Processor 3800+
NumberOfCores = 2
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GL_RENDERER=GeForce 7950 GT/PCIe/SSE2
OpenGL Version: 2.1.2
DriverVersion: 9.18.13.908
DriverDate: 20150130
MAX_COLOR_ATTACHMENTS:8
MAX_TEXTURE_SIZE:4096
max_arb_native_instructions: 4096
max_arb_alu_instructions: 4096
GL_SHADING_LANGUAGE_VERSION_ARB: 1.20 NVIDIA via Cg compiler
cgGLDetectGLSLVersion: CG_GL_GLSL_120
Using Cg profile: fp40
loading: shaders\downsample
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2015-04-20 17:00:45.837:
updating with C:\Games\StarsInShadow\Stars in Shadow\update.exe, VERSION="nil"
trying to connect to server
checking on 01:00.47PM Monday, 04/20/15 : (none)
update to version "03:45.40PM Saturday, 04/18/15 (12272) : 40e4b851615299c9a25f0d299b60594d5477ff4d" complete
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GL_RENDERER=GeForce 7950 GT/PCIe/SSE2
OpenGL Version: 2.1.2
Controller 1:
CurrentNumberOfColumns=0
MaxRefreshRate=240
DitherType=0
Availability=3
Caption=NVIDIA GeForce 7950 GT
AdapterDACType=Integrated RAMDAC
AdapterCompatibility=NVIDIA
DriverVersion=9.18.13.908
CreationClassName=Win32_VideoController
ConfigManagerErrorCode=0
VideoModeDescription=1920 x 1200 x 4294967296 colors
PNPDeviceID=PCI\VEN_10DE&DEV_0295&SUBSYS_C6353842&REV_A1\4&5F83F54&0&0070
Description=NVIDIA GeForce 7950 GT
CurrentNumberOfColors=4294967296
VideoArchitecture=5
DeviceID=VideoController1
CurrentNumberOfRows=0
MinRefreshRate=50
CurrentRefreshRate=59
CurrentVerticalResolution=1200
AdapterRAM=536870912
DriverDate=20150130000000.000000-000
ConfigManagerUserConfig=0
VideoMemoryType=2
Monochrome=0
VideoProcessor=GeForce 7950 GT
InstalledDisplayDrivers=nvd3dumx.dll,nvd3dum
SystemCreationClassName=Win32_ComputerSystem
Status=OK
InfFilename=oem1.inf
CurrentBitsPerPixel=32
CurrentScanMode=4
CurrentHorizontalResolution=1920
Name=NVIDIA GeForce 7950 GT
InfSection=Section001_sec
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GL_RENDERER=GeForce 7950 GT/PCIe/SSE2
OpenGL Version: 2.1.2
DriverVersion: 9.18.13.908
DriverDate: 20150130
MAX_COLOR_ATTACHMENTS:8
MAX_TEXTURE_SIZE:4096
max_arb_native_instructions: 4096
max_arb_alu_instructions: 4096
GL_SHADING_LANGUAGE_VERSION_ARB: 1.20 NVIDIA via Cg compiler
cgGLDetectGLSLVersion: CG_GL_GLSL_120
Using Cg profile: fp40
loading: Lua state\Drawers\Effects\sun_shader<DSHORT_OFFSET_PERMUTATION<DSURFACE_SCALE=2.2999999999999998<DSURFACE_COLOR=pink_red<DRING_FUN=M_type_ring<DRING_NOISE=accum4_turb3<DSURFACE_NOISE=accum4_turb4
loading: shaders\downsample
loading: Lua state\Drawers\Planets\Clouds\cat_textures<DTEXTURE_COUNT=1
loading: Lua state\Drawers\Planets\planet_super<DAXIS_TILT<DCLOUD_LAYERS=1<DGLOW<DHEIGHT<DNIGHTSIDE_AMBIENT<DRING1<DRING2
loading: Lua state\Drawers\Planets\planet_super<DAXIS_TILT<DCUSTOM_LIGHT_DIR<DHALO
loading: Lua state\Drawers\Effects\sun_shader<DSHORT_OFFSET_PERMUTATION<DSURFACE_SCALE=2.5<DSURFACE_NOISE=accum4_turb4<DSURFACE_COLOR=white_orange<DRING_NOISE=accum4_turb3<DRING_FUN=K_type_ring
loading: shaders\max_downsample
loading: Lua state\Drawers\Planets\planet_super<DAXIS_TILT<DCITY_GLOW<DCITY_LIGHTS<DCLOUD_LAYERS=1<DGLOW<DHEIGHT<DNIGHTSIDE_AMBIENT<DRING0<DRING1<DRING2
loading: Lua state\Drawers\Planets\planet_super<DAXIS_TILT<DCLOUD_LAYERS=1<DCUSTOM_LIGHT_DIR<DGLOW<DHEIGHT<DNIGHTSIDE_AMBIENT<DRING1<DRING2
loading: Lua state\Drawers\Planets\set_alpha
loading: Lua state\Drawers\Planets\combine_color_with_opacity
loading: Lua state\Drawers\Planets\planet_super<DAXIS_TILT<DCITY_GLOW<DCITY_LIGHTS<DCLOUD_LAYERS=1<DGLOW<DHALO<DHEIGHT<DNIGHTSIDE_AMBIENT<DRING0<DRING1<DRING2<DSPECULAR<DTEXTURE_RINGS=1<DTEXTURE_RING_SIZE=1024
loading: Lua state\Drawers\Planets\planet_super<DAXIS_TILT<DGLOW<DHALO<DHEIGHT<DNIGHTSIDE_AMBIENT
loading: Lua state\Drawers\Effects\sun_shader<DSHORT_OFFSET_PERMUTATION<DSURFACE_SCALE=2.7000000000000002<DSURFACE_NOISE=accum4_turb4<DSURFACE_COLOR=brighter_yellow<DRING_NOISE=accum4_turb3<DRING_FUN=G_type_ring
loading: Lua state\Drawers\Planets\planet_super<DAXIS_TILT<DCUSTOM_LIGHT_DIR<DGLOW<DHALO<DHEIGHT<DNIGHTSIDE_AMBIENT
loading: Lua state\Drawers\Planets\planet_super<DAXIS_TILT<DCITY_GLOW<DCITY_LIGHTS<DCLOUD_LAYERS=1<DHEIGHT<DNIGHTSIDE_AMBIENT<DRING0<DRING1<DRING2
loading: Lua state\Drawers\Planets\Clouds\mod_alpha
loading: Lua state\Drawers\Planets\planet_super<DAXIS_TILT<DBRIGHTEN_SURFACE=1.2<DCITY_GLOW<DCITY_LIGHTS<DCLOUD_LAYERS=1<DCUSTOM_LIGHT_DIR<DGLOW<DHALO<DNIGHTSIDE_AMBIENT
loading: Lua state\Drawers\Planets\planet_super<DAXIS_TILT<DCITY_GLOW<DCITY_LIGHTS<DCLOUD_LAYERS=1<DHEIGHT<DNIGHTSIDE_AMBIENT<DRING0<DRING1<DRING2<DTEXTURE_RINGS=1<DTEXTURE_RING_SIZE=1024
loading: Lua state\Drawers\Planets\planet_super<DAXIS_TILT<DCITY_GLOW<DCITY_LIGHTS<DCLOUD_LAYERS=1<DGLOW<DHEIGHT<DNIGHTSIDE_AMBIENT<DRING0<DRING1<DRING2<DSPECULAR
loading: Lua state\Drawers\Planets\planet_super<DAXIS_TILT<DBRIGHTEN_SURFACE=1.2<DCITY_GLOW<DCITY_LIGHTS<DCLOUD_LAYERS=1<DGLOW<DHALO<DNIGHTSIDE_AMBIENT
loading: Lua state\Drawers\Effects\compose_start_screen
loading: Lua state\Drawers\Effects\frame_transparent<DFRAME_TEX
loading: Lua state\Drawers\Effects\frame_circular
loading: Lua state\Drawers\Effects\shadow_img
loading: shaders\copy
JohnnyW00t wrote:...The third run had the same "not responding" result as the second, but I never made it to the main menu.
JohnnyW00t wrote:JohnnyW00t wrote:...The third run had the same "not responding" result as the second, but I never made it to the main menu.
If I let it run for a while it does get to the main menu. Task Manager says that SiS is pegging my CPU on the main menu screen. I am guessing the issue is the rotating planet in the corner is being rendered in software on the CPU rather than in hardware on the GPU? If so, and you plan on supporting older machines you might want to have some configuration available in the launch app that lets you dial that down to a static planet image.
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