It usually crashes while loading the next level. so it crashes on the load screen . not while the level is playing.
Im going to revert back to using only the default shader. I did a test yesterday , and it crashed again. So Im going back to default shaders only. I will make the full shaders available though, for anyone who wants to try it at it full detail.
I tried uploading yesterday , and failed once again. Will keep trying.
Hello fellow indie devs . Here is Caged Photon beta version . for your assesment. I had to split it up in parts. there are 12 parts , each one is 50mb. Use Winrar to unzip , while unzipping it should automatically ask or look for the next .rar file to unzip . total disk space is around 600mb . Thank you for your patience. Please let me know of any issues you experience.
i can see you put a lot of work into this, but it's unplayable on my 2Gb gt640/amd quad 3.3ghz/6Gb at only 4-12 fps in 720p, that's unacceptable for a game like this considering i can play far cry 4 at 720p med/high 30-45fps. i don't know how you dragged through dev on your 9500gt without noticing this, fixing it may be as much work as making it was.
try disabling all point lights/particles/skinmeshes and shadows with ishadowsenable=false script, reducing it to basics of flat shaded rigidbodies by making them visible, if it improved you need to cull the disabled parts by trial and error, but if the issue instead persisted you have physics or rigid model or events overloads.
Thanks for the feedback indiedev. but it runs at 30 fps , at 720p on my 9500gt . I did note that the 9500 gt has a memory bus of 128bit , which makes all the difference. my 620 gt cant match my 9500 gt. I have to overclock the 620 gt just to get to catch up with the 9500 gt. I will post a vid to show the fps I get in realtime using fraps.
I just downloaded this to see how well it's come... and really I'm AMAZED as to how that much could've been achieved in 3DRad! This is probably the best thing I've ever seen using this engine . However, unlike the others, I didn't have any problems with the framerate, it ran at 60FPS the whole time.
I do have a few tips though, with the videos in the start, try using the rad view addon rather than sprites to help reduce the file size (http://3dradboards.org/thread/17/video-3d-rad). While OK, I also think the character should move with the WASD keys and the mouse rather than the arrow keys.
Graphically, it looks amazing, although with the trees in the first level looks a bit weird, like they're too bright.
Okay Dr Ninkeo , thanks for the kind words. I didnt use wasd and mouse because I wanted the player to be able to use a gamepad, and I dont know how to convert the mouse movement to a gampad button. I will address all issues , and I will edit my project files further.
Thanks for the feedback so far guys. Im going to be uploading (fixed) project files and full detail shaders (+-15mb). Maybe it wont crash on your system. I just want to show how good the shadmar shaders look.
nice work kulu, you did well optimizing it, as the bottleneck is with rad i've now found: while my 4core amd was at 25-33% total, it wasn't split evenly between cores, as 1 was on about 75-85% while other 3 where idling on 15%, this says to me that unlike modern game engines that make use of all cores, our old rad is only a single core app not supporting multi-threads, so throwing 2,4 or even 8 cores at it won't make any difference!
it's well known that amd is weaker than intel at raw single core performance, so unless you want to release to intel users only, you need someone with amds top line range like a fx-4100 4 core or higher to test it, could be the L2 cache - mine has 2x2mb [4mb total] but that's only 2MB that rad can use, while your core i3 [dual core i3-2130?] likely has 3MB of 'smart' L2 so that's the 'full 3mb' for rad.
may i ask how how much usage % per core you get? just ctrl-shft-esc to task man-performance and run rad windowed to see real time, i'd suggest keeping it well below 60% or more if possible, things like lights/shadows/particles, AI and complex scripts/geometry are all cpu intensive, while textures are not.
Oct 20, 2016 12:17:15 GMT
Last Edit: Oct 20, 2016 15:06:09 GMT by indiedev: fixed L2 specs
Hi Indiedev. I will do as you suggest when I get home, It sounds like you know your stuff . I didnt know that 3D rad doesnt support Multi-threaded processing. I will be back tommorrow with the stats I get . I will also do a benchmark with Fraps.
After the initial reaction to Hungry Overlord (very laggy) , and the following optimization I did for It. I have kept my point light, and particle usage to a minimum. Will report back with stats and the fixed project files and full shaders.
Tip: get 'cpu-z' and do a benchmark, then you can compare results with included amd cpu's, you will see the single tread gap is huge, and that's an indication of far you may have to go to close it. --------------- edit: bad news for you [some good for me!] i did my own cpu-z tests, and seems my amd A8 7650k 4 core 3.3/3.8Ghz [4mb L2, no L3] has 34% better single core performance than an amd fx-8150 8 core 3.6/4.2Ghz with 8mb L2 + 8mb L3! - so that pretty much rules out any amd cpus for your game as my A8 is top of the line single core for amd!
i also get 50-60% LESS single core stats compared to the 4 intel i7's [by ticking the 'reference' box] so how your i3 compares to these results will tell you how much more performance you need to squeeze out to work with amd's.
Oct 20, 2016 14:27:32 GMT
Last Edit: Oct 21, 2016 3:31:44 GMT by indiedev: fixed i7 stats