Sxx I know spring has stimulated projectiles... Also spring had a very powerfully multithreaded engine for the sim made by zerver that gave a massive boost to late game performance (im taking 30 fps with 3k units compared to 3 fps using standard on my laptop). Zervers multi threading approach limited scripting capabilities through lua which meant it wasn't good for zero k or evolution rts so it was unceremoniously removed. He now has a separate fork and personally I'd take playability over lua mods any day. Edit: the Mt engine worked with ba, xta, ff, ee and nota in earlier versions. I have one of the oldest active accounts for spring trust me I've followed it from the beginning and I used Mt exclusively for years on windows and ubuntu. I couldn't believe what they did to zerver and imo they've removed by far the better version.
It's doesn't mean anything for Spring RTS or games on it because his project only present as binary blob and violate GPL. Nobody will ever use it because it's nothing different than use stolen / pirated proprietary code in mod.
Him not sharing the code doesn't make it illegal and his version was available for years. All I want is the option to continue using it.
No. Closed source software based on GPL code is illegal. It's exactly same issue like pirating proprietary game. You can, but there is no reason why Spring developers should care of illegal proprietary project having issues with changes within engine or games based on it. Personally I didn't spend much time on conflicts of Spring developers, but what zerver doing isn't action of mature person and for me it's confirm that it's was good idea to not accept his code into mainline. Yet I never see any open source project that made by hysterical person end up well. PS: Personally I used Spring MT before and it's kind a works, but for me performance wasn't the first and only problem Spring have.
@raven2392 Your graphics driver is out of date. Download update: http://www.geforce.com/drivers/results/77224
So I wonder about performance differences in current builds and tested it on my HD6950 on Windows 8.1 Testing was done with 69994-main PTE. Some interesting facts about testing: Replay success start up rate is inconsistent. E.g 2 of 3 retries fail with server crash on totally same game. It's might be caused by fact replay from different version of game, but still weird why it's not crash every time then. There is pretty high CPU load on replay server crash event before main menu appear. It's happen even if client didn't generated any planets yet. Once I got PA crash on game on planet generation. Didn't have such crashes on Linux for long time. Current PTE still use 3.1 contexts only on Windows. Out of VRAM cause extreme performance drops, known fact. Once video RAM exceeded other settings doesn't make sens. Results of this test with large game: Graphics pipe load is about ~75-80% normally. In some cases (with 175% SSAA) it's go up to ~95%. Which is quite weird because PA not likely use "Vertex Grouper / Tesselator" blocks a lot. Enabling/disabling PiP don't cause rendering performance loss after it's done multiple times. CPU load isn't change a lot between different scenes. Results with small game is different: Graphics pipe at ~60% most of time. Enabling of 175% SSAA increase pipe load to ~79-85% and sometimes up to ~90% My thoughts: Low CPU load doesn't directly affect graphics pipe load. Results might be different with different GPU architecture and it's hard to say what GPU load benchmarked by such tools mean. E.g it's might be impossible to technically met anything near 100% load just because things like ROP units only used in rare cases like SSAA.
@Planktum, also here is few ideas on what you might want to check: If there any chance you running game via Steam (I doubt, but anyway) try it without Steam If you have non standard options in "Nvidia Control Panel" to default and try it again. Try to check FPS with "Threaded Optimizations" enabled or disabled. This feature usually have inconsistent results.
*I'm not running the game through Steam. Using the PA client for PTE. *I do have have vsync forced off in the Nvidia Control Panel - I'll reset to defaults (worth a try) *I'll play around with the "Threaded Optimisation" option too (once again, it's worth a try)
The latest PTE build seems to have improved performance considerably. I've still got vsync forced off (too much stutter with it on). I've changed Threaded Optimisation from Auto to On, so I'm not sure if that has helped performance too or whether the latest PTE build has just been highly optimised. Whatever it is, I'm a lot happier now.
Hello everyone I am having problems with this game. I bought it a while back but still have been unable to play it because it is super laggy and every time i try to start a game i get "Planetary annihilation (not responding)" I have no idea why it wont work and my stuff is up to date from what i know of... ?
Welcome to the forum @schwabenator Can you please upload your dxdiag.txt? Instructions are in my signature below.
Hey, could you create your own thread detailing the circumstances of your issue? Also, repost the dxdiag.txt in there for reference. I don't want to clog up this thread and it'll be easier to focus on your issue in a dedicated environment.
You call Uber stupid liars for claiming the game is capable of 40 players and not using enough gpu and choosing OpelGL. Linux users call Uber stupid liars for claiming the game is supported on Linux and then they get crashes and specialty bugs. The sad truth is, the game runs pretty well, I don't think you are a programmer yourself and just some nut who oggles too much newegg computer parts and silly system specs. The bad part is these things are related, they use OpenGL to support Linux, which catches flak by both people. If both groups aren't supportive anyway, it's almost direct proof that they WERE stupid: They should have just bought an engine instead of making something cutting edge, so it can lose support after windows 8 (IMO you would get what you deserve).
The game has improved considerably since I wrote that. I'm now getting 100% GPU utilisation. Yes I might have been a little quick to judge. Signed "just some nut" LOL
Well no, no no, just hear me out. It isn't that computer component usage dictates if they are doing a poor job or not. Really, this is just groundbreaking work on something relatively new. There are pros and cons. A lot of the cons have a lot of verbal guys taking shots. A lot of the pros are pretty intellegent design. Cons are things like failing to use hardware fully, quirky mal-functions, things that it should have and doesn't yet. All caused by building something new, it takes times to get a lot of these things underfoot. Pros are using brand new things that have a huge amount of function and potential function. OpenGL is a longterm investment since other platforms tend to only play for windows and anything that can run for everyone else will always have support for everyone else, and it happens to run on windows too with a probable amount of futureproof of windows version. Coherent creates brand new customization on the client side for the UI, more dynamic that other games that come with their own UI. It is new so it suffers from it's own problems, but PA develops as it develops, what can you say. Coherent causes problems, but already is showing promise to open new doors to playing around with PA's function that people wish they had with prior RTS. I already wish FPS would start adopting Coherent UIs.
I agree with you. I've said many positive things about this game, and sometimes I have made negative comments due to frustration, that's all. When it comes down to it, I love this game and it's only because it's so awesome that I want it to be awesome(r). If only Uber had the rights to Mechwarrior!