Search found 56 matches

by sthalik
Sun May 13, 2018 5:34 pm
Forum: Not a bug
Topic: s3tc compressing atlases takes up to half a minute
Replies: 12
Views: 3242

Re: s3tc compressing atlases takes up to half a minute

Hello, I don't consider this a bug because texture-compression=true is not available from game options, it just remnant from time I considered compressing all sprites but rest of the team didn't like compression artifacts that are quite visible on animated sprites. On a 4K 43" display I haven'...
by sthalik
Tue May 08, 2018 8:58 pm
Forum: Resolved Problems and Bugs
Topic: opengl artifacts on water/sand transition
Replies: 8
Views: 2343

Re: opengl artifacts on water/sand transition

Two gigabytes VRAM. Is there a difference?
by sthalik
Tue May 08, 2018 8:25 pm
Forum: Resolved Problems and Bugs
Topic: opengl artifacts on water/sand transition
Replies: 8
Views: 2343

Re: opengl artifacts on water/sand transition

Note: I can ONLY reproduce it on HQ sprites + "all memory" setting. It works fine on any other setting. I have texture compression on the documented "auto" setting for the test's purpose.

Maybe some HQ sprites don't correspond to low-quality replacements? Here's the log.
by sthalik
Tue May 08, 2018 2:44 pm
Forum: Resolved Problems and Bugs
Topic: opengl artifacts on water/sand transition
Replies: 8
Views: 2343

opengl artifacts on water/sand transition

I'm attaching screenshots and my save.
by sthalik
Tue May 08, 2018 2:50 am
Forum: News
Topic: Friday Facts #230 - Engine modernisation
Replies: 81
Views: 45484

Re: Friday Facts #230 - Engine modernisation

The big reason is that the hello triangle program is easily around 1000 lines of code. The majority of which is filling in the structs and various bits of busywork. The next reason is that the user has to keep synchronization straight. It is truly a async work api where you submit bits of work to b...
by sthalik
Mon May 07, 2018 11:13 am
Forum: Not a bug
Topic: s3tc compressing atlases takes up to half a minute
Replies: 12
Views: 3242

Re: s3tc compressing atlases takes up to half a minute

Hello, I don't consider this a bug because texture-compression=true is not available from game options, it just remnant from time I considered compressing all sprites but rest of the team didn't like compression artifacts that are quite visible on animated sprites. For 2GB VRAM GPUs it's actually p...
by sthalik
Mon May 07, 2018 7:37 am
Forum: Technical Help
Topic: working hires sprites on 2GB VRAM
Replies: 4
Views: 1926

Re: working hires sprites on 2GB VRAM

Have you tried this config option? The default "auto" option makes only some of the atlases S3TC-compressed. It has one side effect–atlases lose their attributes. Hover over particular atlases in F3 view and see how they lack any of the "smoke", "mipmap", "decal&qu...
by sthalik
Sun May 06, 2018 8:53 pm
Forum: Resolved Problems and Bugs
Topic: opengl on Windows has no cursor
Replies: 3
Views: 975

Re: opengl on Windows has no cursor

It's the option:

System -> Advanced -> Performance -> Visual -> Show shadows under mouse pointer

Thanks for having me look for it :) Now opengl has a fully-working cursor.
by sthalik
Sun May 06, 2018 8:21 pm
Forum: Not a bug
Topic: s3tc compressing atlases takes up to half a minute
Replies: 12
Views: 3242

Re: s3tc compressing atlases takes up to half a minute

First off, note the usage of Alien Biomes to exacerbate the problem, and the config option "texture-compression=true" for VRAM usage's sake. The actual "low VRAM" texture streaming mode is disabled. The rest of the options are pretty sane. Also: - video-memory-usage=medium - grap...
by sthalik
Sun May 06, 2018 7:33 pm
Forum: Not a bug
Topic: s3tc compressing atlases takes up to half a minute
Replies: 12
Views: 3242

s3tc compressing atlases takes up to half a minute

Compressing atlases takes a very long time during startup. The scenario here is "texture-compression=true" in the config file. 3.826 Created atlas bitmap 4096x1896 [compressed, mask] 3.843 Created atlas bitmap 4096x4092 [no-crop, compressed, trilinear-filtering, mask, icon, light] 3.849 Cr...
by sthalik
Sun May 06, 2018 7:15 pm
Forum: Resolved Problems and Bugs
Topic: opengl on Windows has no cursor
Replies: 3
Views: 975

opengl on Windows has no cursor

Forced GL on Windows doesn't display the cursor in fullscreen mode. I'm doing some tests and having it playable can help a lot.

Note, on this Radeon there are no obvious artifacts or other issues but different performance characteristics.
by sthalik
Sun May 06, 2018 5:00 pm
Forum: News
Topic: Friday Facts #230 - Engine modernisation
Replies: 81
Views: 45484

Re: Friday Facts #230 - Engine modernisation

Well, this just dropped: https://www.khronos.org/news/press/vulkan-applications-enabled-on-apple-platforms One Vulkan Renderer is now sufficient for all three platforms.. There's no real benefit over glMultiDraw* family of functions, for the Factorio use-case. It's enough to use a GL 4.3+ core cont...
by sthalik
Sat May 05, 2018 11:12 am
Forum: Resolved Problems and Bugs
Topic: [posila] [for 0.17] drawing decoratives is slow
Replies: 8
Views: 2332

Re: [posila][for 0.17] drawing decoratives is slow

What is the reason behind the game freezing on max unzoom and very overused VRAM? It fails to render even one frame more at that point. Is it VRAM thrashing or something more? I saw a video of a guy who made a pacman computer who said the same in the video: "zooming out further makes Factorio c...
by sthalik
Thu May 03, 2018 3:16 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [for 0.17] drawing decoratives is slow
Replies: 8
Views: 2332

Re: [posila][for 0.17] drawing decoratives is slow

I have the separate lower object atlas enabled at this time. The issue's happening inside a normal unmodded game but especially visible with a mod adding additional biomes. Please note, the default of "max possible size" atlas makes a single atlas 800 MB in size: (2^14)^2 * 3. This works o...
by sthalik
Thu May 03, 2018 2:23 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [for 0.17] drawing decoratives is slow
Replies: 8
Views: 2332

[posila] [for 0.17] drawing decoratives is slow

Drawing decoratives is slow on the Windows Radeon driver. I can't keep up 60 Hz at 4K with max unzoom. It can go down to 30 Hz on some tiles, depending on the amount of decoratives. I was watching the timing info–renderer is over 16 ms and buffer flip takes up to few milliseconds. Please consider an...
by sthalik
Tue May 01, 2018 10:34 am
Forum: Technical Help
Topic: working hires sprites on 2GB VRAM
Replies: 4
Views: 1926

working hires sprites on 2GB VRAM

Hey, I'm able to run hires sprites on the flaky Radeon 270x with 2GB VRAM. This throws a warning when choosing hires sprites but with the correct settings, allows for 60 FPS. I don't know how it works on the NVIDIA drivers, or on Linux. I expect Linux Mesa drivers perform better than Windows with it...

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