Re: AMD Video Card Bugs
Posted: Mon Mar 23, 2015 1:58 pm
I don't think I've ever seen the disco ball.
https://stars-in-shadow.com/forum/
Ok, amusingly, it looks like the disco ball may be something that happens on most 6000 series cards, a few 5000 series, and not much else. I'll get it fixed eventually... The bigger concern is the between-turn crashing. I *think* a patch I pushed on Saturday may have fixed these. Graphics glitches we can live with, but, CTDs are a bigger deal.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.
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)?Big Imp wrote:Still a twitching disco ball, on the latest build .
Sven!sven wrote: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)?Big Imp wrote:Still a twitching disco ball, on the latest build .
What graphics card do you have?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.
icekatze's on an older radeon (HD 5xxx series). i've seen versions of this glitch myself when testing on certain hardware -- it's basically a less-severe manifestation of the notorious 'disco lights' behavior we were seeing inside some of the dynamic suns. it's probably fixable. but, it's also a relatively low-priority issue. if anyone else notices 'flickering' glitches like this -- please let me know (ideally, by making a post in the Video Card Bugs thread).Arioch wrote:What graphics card do you have?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.
hrm. as of r12182 (now on stable), i've switched the Radeon HD 5xxx series to a simpler caustics shader. let me know if you still notice glitches.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,
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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:
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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
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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:
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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
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loading: shaders\max_downsample
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loading: Lua state\Drawers\Planets\set_alpha
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loading: Lua state\Drawers\Planets\planet_super<DAXIS_TILT<DCITY_GLOW<DCITY_LIGHTS<DCLOUD_LAYERS=1<DGLOW<DHEIGHT<DNIGHTSIDE_AMBIENT<DRING0<DRING1<DRING2<DSPECULAR
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loading: Lua state\Drawers\Effects\frame_transparent<DFRAME_TEX
loading: Lua state\Drawers\Effects\frame_circular
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loading: shaders\copy
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.JohnnyW00t wrote:...The third run had the same "not responding" result as the second, but I never made it to the main menu.
yeah -- a 2005-era NVIDIA card is at the outside limit of the hardware i'd like to support. (if it's any consolation, the game should run fairly smoothly on an 8000 GT series, which is the oldest NVIDIA card i currently have access to.) i will eventually add some options for throttling back the graphics quality (as this is important on some modern laptops, as well as on decade-old gaming rigs ).JohnnyW00t wrote: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.JohnnyW00t wrote:...The third run had the same "not responding" result as the second, but I never made it to the main menu.