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				Wierd artificial error's.
				Posted: Sat Oct 17, 2015 11:18 am
				by RootDen
				Hello guys. 
Well i downloaded the latest version of Factorio, and i get these mooshy textures and flimsy squares all over the screen. 
I even miss some icons.. Anyone knows about this? 
My specs: AMD A10 7870K
MSI R7 370 2GB 
8GB Corsair 1866Mhz RAM
Windows 10
The game worked before the update. 
All my graphics drivers is 100% up-to-date.
			 
			
					
				Re: Wierd artificial error's.
				Posted: Sat Oct 17, 2015 12:21 pm
				by Zeblote
				
			 
			
					
				Re: Wierd artificial error's.
				Posted: Sat Oct 17, 2015 12:37 pm
				by prg
				That won't do anything on 0.11.22, you need to enable experimental updates to get 0.12.
And yes, this  is a known issue with AMD GPUs.
			 
			
					
				Re: Wierd artificial error's.
				Posted: Sat Oct 17, 2015 12:46 pm
				by RootDen
				prg wrote:That won't do anything on 0.11.22, you need to enable experimental updates to get 0.12.
And yes, this  is a known issue with AMD GPUs.
This has just happend. 
My card works fine in every other game, and i have played Factorio just perfect before. 
Some other's on Facebook reports the same problem, so this has nothing to do with my card.. This is the game. 
I tried experimental and stable/official build.
 
			 
			
					
				Re: Wierd artificial error's.
				Posted: Sat Oct 17, 2015 12:53 pm
				by prg
				RootDen wrote:This has just happend. 
My card works fine in every other game, and i have played Factorio just perfect before. 
Some other's on Facebook reports the same problem, so this has nothing to do with my card.. This is the game. 
I tried experimental and stable/official build.
...with force-opengl=true on a recent 0.12 version?
 
			 
			
					
				Re: Wierd artificial error's.
				Posted: Sat Oct 17, 2015 12:57 pm
				by Zeblote
				prg wrote:That won't do anything on 0.11.22, you need to enable experimental updates to get 0.12.
And yes, this  is a known issue with AMD GPUs.
Why would someone still play 0.11 when 0.12 came out months ago?
 
			 
			
					
				Re: Wierd artificial error's.
				Posted: Sat Oct 17, 2015 1:02 pm
				by The Lone Wolfling
				Zeblote wrote:Why would someone still play 0.11 when 0.12 came out months ago?
I (much) prefer the older belt mechanics, for instance.
 
			 
			
					
				Re: Wierd artificial error's.
				Posted: Sat Oct 17, 2015 1:05 pm
				by Zeblote
				The Lone Wolfling wrote:Zeblote wrote:Why would someone still play 0.11 when 0.12 came out months ago?
I (much) prefer the older belt mechanics, for instance.
 
What, why?
 
			 
			
					
				Re: Wierd artificial error's.
				Posted: Sat Oct 17, 2015 3:02 pm
				by The Lone Wolfling
				For instance:
			
		
				
			
 
						- screenshot.png (85.03 KiB) Viewed 14363 times
 
		
		
		
			 
(This is a trivial example. But the concept of an inserter being able to grab >2 items can be very useful in many cases.)
Or this:
			
		
				
			
 
						- screenshot.png (85.35 KiB) Viewed 14363 times
 
		
		
		
			 
Just look at some of the compact science factories that people produced.
 
			 
			
					
				Re: Wierd artificial error's.
				Posted: Sun Oct 18, 2015 12:00 am
				by DaveMcW
				Yes, you can do some nice tricks in compact setups with the old belts.
But if you try to build something big, you will cry when the inefficient belts drop your FPS drops to 20.
			 
			
					
				Re: Wierd artificial error's.
				Posted: Sun Oct 18, 2015 3:20 am
				by The Lone Wolfling
				DaveMcW wrote:Yes, you can do some nice tricks in compact setups with the old belts.
But if you try to build something big, you will cry when the inefficient belts drop your FPS drops to 20.
Except the the belt optimizations (not treating entities on belts as proper entities, fixed-point, etc) are things that you can do and still keep the old behavior. That's a false dilemma.
(If you're wondering how: when a belt tries to hand an item off to the next belt, if there is no belt for it to hand off to and the space isn't blocked, trigger inserters adjacent to said space.)
 
			 
			
					
				Re: Wierd artificial error's.
				Posted: Tue Oct 20, 2015 3:02 pm
				by prg
				Okay, just to make sure, you tried the force-opengl thing on at least 0.12.7? You didn't try force-opengl=true on 0.11, removed it again because it wasn't doing anything, only then updated to 0.12.7+?
This would be worth a bug report then.
Edit: *sigh* Note to self: always quote posts you reply to, they might get removed again...