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PostPosted: Sun Mar 17, 2019 11:21 am 
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Oolite 2 Art Director
Oolite 2 Art Director
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Joined: Fri Jul 14, 2006 12:29 pm
Posts: 2296
Location: Wales
Happy to report Oolite ran fine, no frame drops or anything, I don't think my 460GTS video card could quite manage enough bits as there was some banding on the planets but game still looks amazing anyway!
Quote:
Opening log for Oolite version 1.89 (x86-64 test release) under Windows 10.0.17763.379 64-bit at 2019-03-17 11:00:21 +0000.
Intel(R) Core(TM) i5 CPU 760 @ 2.80GHz 4 processors detected.
Build options: OpenAL, new planets, JavaScript console support, OXP verifier, localization tools, debug GraphViz support, JavaScript profiling.

Note that the contents of the log file can be adjusted by editing logcontrol.plist.

11:00:21.331 [dataCache.notFound]: No data cache found, starting from scratch.
11:00:21.727 [display.initGL]: V-Sync requested.
11:00:21.727 [display.mode.list.native]: Windows native resolution detected: 1920 x 1080
11:00:21.727 [display.initGL]: Trying 16-bpcc, 32-bit depth buffer
11:00:22.516 [display.initGL]: Achieved color / depth buffer sizes (bits):
11:00:22.516 [display.initGL]: Red: 8
11:00:22.516 [display.initGL]: Green: 8
11:00:22.516 [display.initGL]: Blue: 8
11:00:22.516 [display.initGL]: Alpha: 8
11:00:22.516 [display.initGL]: Depth Buffer: 24
11:00:22.782 [joystick.init]: Number of joysticks detected: 1
11:00:22.784 [rendering.opengl.version]: OpenGL renderer version: 4.6.0 ("4.6.0 NVIDIA 391.35"). Vendor: "NVIDIA Corporation". Renderer: "GeForce GTX 460/PCIe/SSE2".
11:00:22.784 [rendering.opengl.extensions]: OpenGL extensions (325):
GL_NV_blend_square, GL_KHR_parallel_shader_compile, GL_ARB_map_buffer_range, GL_ARB_instanced_arrays, GL_ARB_direct_state_access, GL_ARB_clear_texture, GL_EXT_texture_compression_rgtc, GL_NV_texture_compression_vtc, GL_EXT_texture_storage, GL_NV_fragment_program, GL_ARB_query_buffer_object, GL_EXT_texture_shared_exponent, GL_ARB_uniform_buffer_object, GL_EXT_texture_array, GL_ARB_shader_draw_parameters, GL_ARB_shading_language_include, GL_ARB_separate_shader_objects, GL_EXT_packed_pixels, GL_ARB_texture_query_levels, GL_ARB_fragment_layer_viewport, GL_NV_fence, GL_ARB_explicit_uniform_location, GL_ARB_stencil_texturing, GL_EXT_gpu_program_parameters, GL_EXT_vertex_array, GL_EXT_provoking_vertex, GL_ARB_texture_view, GL_ARB_ES3_1_compatibility, GL_NV_texgen_reflection, GL_EXT_multi_draw_arrays, GL_ARB_clear_buffer_object, GL_EXT_texture_object, GL_EXT_packed_float, GL_EXT_texture_filter_anisotropic, GL_ARB_get_program_binary, GL_ARB_half_float_vertex, GL_ARB_program_interface_query, GL_EXT_bindable_uniform, GL_ARB_multi_draw_indirect, GL_NV_texture_multisample, GL_ARB_texture_buffer_object, GL_ARB_gpu_shader_fp64, GL_EXT_blend_minmax, GL_ARB_vertex_attrib_64bit, GL_ARB_texture_query_lod, GL_ARB_compressed_texture_pixel_storage, GL_EXT_texture_integer, GL_ARB_texture_non_power_of_two, GL_EXT_texture_compression_s3tc, GL_ARB_texture_stencil8, GL_KHR_no_error, GL_ARB_texture_mirror_clamp_to_edge, GL_ARB_framebuffer_no_attachments, GL_NV_parameter_buffer_object2, GL_ARB_shading_language_420pack, GL_NV_texture_rectangle, GL_KHR_robustness, GL_SGIX_shadow, GL_EXT_vertex_array_bgra, GL_EXT_depth_bounds_test, GL_NV_vertex_array_range2, GL_ARB_shader_texture_image_samples, GL_NV_vertex_program2, GL_ARB_texture_compression_bptc, GL_NV_vertex_program3, GL_EXT_stencil_wrap, GL_EXT_separate_shader_objects, GL_NV_shader_atomic_float, GL_NV_packed_depth_stencil, GL_ARB_texture_gather, GL_ARB_shader_image_size, GL_EXT_texture_cube_map, GL_NV_register_combiners2, GL_NV_half_float, GL_ARB_map_buffer_alignment, GL_SUN_slice_accum, GL_ARB_provoking_vertex, GL_ARB_tessellation_shader, GL_EXT_direct_state_access, GL_NVX_multigpu_info, GL_ARB_texture_rg, GL_NV_texture_shader2, GL_NV_texture_shader3, GL_SGIX_depth_texture, GL_NV_texture_env_combine4, GL_EXT_polygon_offset_clamp, GL_EXT_draw_range_elements, GL_EXT_draw_buffers2, GL_ARB_transform_feedback2, GL_ARB_geometry_shader4, GL_ARB_fragment_coord_conventions, GL_ARB_transform_feedback3, GL_ARB_shader_precision, GL_NV_gpu_program_fp64, GL_NV_shader_atomic_counters, GL_ARB_get_texture_sub_image, GL_EXT_blend_color, GL_ARB_vertex_array_object, GL_NV_query_resource, GL_ATI_draw_buffers, GL_ARB_texture_mirrored_repeat, GL_EXT_stencil_two_side, GL_ARB_timer_query, WGL_EXT_swap_control, GL_NV_parameter_buffer_object, GL_EXT_texture_sRGB_decode, GL_NV_transform_feedback, GL_EXT_timer_query, GL_EXT_texture_edge_clamp, GL_EXT_shader_image_load_store, GL_NV_gpu_program4_1, GL_IBM_rasterpos_clip, GL_NV_framebuffer_multisample_coverage, GL_ARB_base_instance, GL_ARB_texture_float, GL_ARB_imaging, GL_ARB_draw_elements_base_vertex, GL_EXT_texture3D, GL_ARB_cull_distance, GL_EXT_packed_depth_stencil, GL_EXT_compiled_vertex_array, GL_ARB_texture_cube_map, GL_NV_uniform_buffer_unified_memory, GL_NV_primitive_restart, GL_EXT_blend_subtract, GL_EXT_separate_specular_color, GL_S3_s3tc, GL_NV_fragment_program_option, GL_EXTX_framebuffer_mixed_formats, GL_ARB_texture_compression, GL_ARB_gl_spirv, GL_ARB_texture_compression_rgtc, GL_ARB_texture_filter_anisotropic, GL_ARB_ES2_compatibility, GL_ARB_depth_buffer_float, GL_NV_light_max_exponent, GL_ARB_vertex_buffer_object, GL_KHR_blend_equation_advanced, GL_ARB_shading_language_100, GL_NV_shader_storage_buffer_object, GL_ARB_texture_env_add, GL_ARB_fragment_program, GL_NV_copy_depth_to_color, GL_ARB_sparse_buffer, GL_EXT_import_sync_object, GL_EXT_texture_swizzle, GL_ARB_shadow, GL_NV_copy_image, GL_ARB_shader_texture_lod, GL_ARB_clip_control, GL_ARB_texture_multisample, GL_EXT_texture_env_combine, GL_ARB_sync, GL_ATI_texture_mirror_once, GL_ARB_robustness, GL_ARB_compatibility, GL_EXT_texture_compression_dxt1, GL_NV_gpu_program4, GL_NV_gpu_program5, GL_ARB_transform_feedback_overflow_query, GL_NV_vertex_array_range, GL_ARB_multitexture, GL_EXT_transform_feedback2, GL_NV_vertex_program2_option, GL_ARB_buffer_storage, GL_NV_compute_program5, GL_NV_vertex_program1_1, GL_NV_gpu_program5_mem_extended, GL_EXT_shadow_funcs, GL_ARB_occlusion_query, GL_ARB_fragment_program_shadow, GL_NV_vertex_buffer_unified_memory, GL_ARB_texture_barrier, GL_EXT_geometry_shader4, GL_ARB_texture_env_dot3, GL_ARB_multisample, GL_ARB_copy_image, GL_ARB_gpu_shader_int64, GL_ARB_color_buffer_float, GL_EXT_texture_env_add, GL_ARB_ES3_compatibility, GL_ARB_point_parameters, GL_ARB_sampler_objects, GL_ARB_transform_feedback_instanced, GL_ARB_invalidate_subdata, GL_KTX_buffer_region, GL_NV_vertex_attrib_integer_64bit, GL_NV_bindless_multi_draw_indirect, GL_NVX_gpu_memory_info, GL_EXT_framebuffer_object, GL_NV_gpu_shader5, GL_ARB_texture_rgb10_a2ui, GL_NV_ES1_1_compatibility, GL_ARB_texture_border_clamp, GL_NV_alpha_to_coverage_dither_control, GL_ARB_shading_language_packing, GL_EXT_bgra, GL_ATI_texture_float, GL_ARB_occlusion_query2, GL_ARB_texture_env_crossbar, GL_NV_shader_buffer_load, GL_NV_depth_clamp, GL_ARB_derivative_control, GL_ARB_conservative_depth, GL_AMD_multi_draw_indirect, GL_ARB_shader_atomic_counters, GL_ARB_texture_env_combine, GL_EXT_framebuffer_multisample, GL_NV_occlusion_query, GL_EXT_Cg_shader, GL_NV_texture_barrier, GL_NV_path_rendering, GL_ARB_ES3_2_compatibility, GL_ARB_draw_buffers, GL_SGIS_generate_mipmap, GL_ARB_texture_buffer_object_rgb32, GL_EXT_window_rectangles, GL_NVX_conditional_render, GL_NV_register_combiners, GL_EXT_framebuffer_blit, GL_ARB_vertex_array_bgra, GL_NV_multisample_coverage, GL_EXT_fog_coord, GL_ARB_window_pos, GL_ARB_half_float_pixel, GL_SGIS_texture_lod, GL_IBM_texture_mirrored_repeat, GL_EXT_texture_lod, GL_EXT_blend_equation_separate, GL_ARB_point_sprite, GL_ARB_parallel_shader_compile, GL_NV_fragment_program2, GL_ARB_shader_group_vote, GL_ARB_fragment_shader, GL_ARB_framebuffer_sRGB, GL_ARB_shader_objects, GL_NV_internalformat_sample_query, GL_WIN_swap_hint, GL_ARB_polygon_offset_clamp, GL_EXT_framebuffer_multisample_blit_scaled, GL_ARB_blend_func_extended, GL_ARB_shader_subroutine, GL_NV_pixel_data_range, GL_ARB_sparse_texture, GL_ARB_multi_bind, GL_KHR_debug, GL_ARB_transpose_matrix, GL_EXT_texture_compression_latc, GL_ARB_texture_cube_map_array, GL_NV_ES3_1_compatibility, GL_ARB_texture_buffer_range, GL_ARB_robust_buffer_access_behavior, GL_ARB_texture_storage_multisample, GL_EXT_texture_env_dot3, GL_ARB_vertex_type_10f_11f_11f_rev, GL_EXT_texture_sRGB, GL_EXT_secondary_color, GL_EXT_point_parameters, GL_ARB_shader_image_load_store, GL_EXT_pixel_buffer_object, GL_ARB_explicit_attrib_location, GL_ARB_internalformat_query2, GL_ARB_seamless_cube_map, GL_ARB_draw_instanced, GL_ARB_draw_buffers_blend, GL_EXT_draw_instanced, GL_ARB_pipeline_statistics_query, GL_NV_texture_rectangle_compressed, GL_ARB_framebuffer_object, GL_ARB_internalformat_query, GL_EXT_texture_mirror_clamp, GL_ARB_texture_rectangle, GL_ARB_gpu_shader5, GL_EXT_gpu_shader4, GL_ARB_compute_shader, GL_NV_fog_distance, GL_ARB_spirv_extensions, GL_ARB_depth_clamp, GL_KHR_robust_buffer_access_behavior, GL_NV_texture_shader, GL_NV_shader_thread_group, GL_NV_float_buffer, GL_ARB_vertex_type_2_10_10_10_rev, GL_ARB_shader_storage_buffer_object, GL_NV_conditional_render, GL_ARB_vertex_program, GL_ARB_enhanced_layouts, GL_ARB_compute_variable_group_size, GL_ARB_draw_indirect, GL_ARB_arrays_of_arrays, GL_NV_multisample_filter_hint, GL_ARB_indirect_parameters, GL_ARB_viewport_array, GL_NV_point_sprite, GL_ARB_texture_storage, GL_NV_geometry_shader4, GL_ARB_texture_swizzle, GL_EXT_texture_lod_bias, GL_EXT_abgr, GL_ARB_vertex_shader, GL_ARB_vertex_attrib_binding, GL_NV_transform_feedback2, GL_ARB_depth_texture, GL_NV_query_resource_tag, GL_NV_vertex_program, GL_NV_blend_equation_advanced, GL_EXT_framebuffer_sRGB, GL_ARB_shader_atomic_counter_ops, GL_ARB_copy_buffer, GL_NV_depth_buffer_float, GL_ARB_pixel_buffer_object, GL_NV_explicit_multisample, GL_EXT_texture_buffer_object, GL_EXT_blend_func_separate, GL_NV_command_list, GL_NV_draw_texture, GL_EXT_vertex_attrib_64bit, GL_EXT_rescale_normal, GL_ARB_sample_shading, GL_ARB_shader_bit_encoding, GL_KHR_context_flush_control, GL_EXT_shader_integer_mix, GL_NV_bindless_multi_draw_indirect_count, GL_ARB_debug_output, GL_ARB_conditional_render_inverted
11:00:22.793 [rendering.opengl.shader.support]: Shaders are supported.
11:00:22.793 [dataCache.notFound]: No data cache found, starting from scratch.
11:00:22.800 [searchPaths.dumpAll]: Resource paths:
Resources
../AddOns
../AddOns/Basic-debug.oxp
11:00:23.223 [shipData.load.begin]: Loading ship data.
11:00:25.414 [debugTCP.disconnect]: No connection to debug console: "Connection to debug console failed: 'No connection could be made because the target machine actively refused it.

' (outStream status: 7, inStream status: 7)."
11:00:25.414 [debugTCP.send.warning]: Error sending packet header, retrying.
11:00:25.440 [debugTCP.send.error]: The following packet could not be sent: {"Oolite version" = 1.89; "packet type" = "Request Connection"; "protocol version" = 65792; }
11:00:25.507 [debugTCP.disconnect]: No connection to debug console: "Connection to debug console failed: 'bad stream.' (outStream status: 0, inStream status: 0)."
11:00:25.507 [debugTCP.connect.failed]: Failed to connect to debug console at address 127.0.0.1:8563.
11:00:25.507 [display.initGL]: Requested a new surface of 800 x 600, windowed.
11:00:25.597 [display.initGL]: Created a new surface of 800 x 600, windowed.
11:00:25.637 [startup.complete]: ========== Loading complete in 4.30 seconds. ==========
11:00:40.786 [shipData.load.begin]: Loading ship data.
11:00:41.321 [script.load.world.listAll]: Loaded 16 world scripts:
Oolite Equipment Control 1.89
Oolite Ship Library 1.89
oolite-cloaking-device 1.89
oolite-constrictor-hunt 1.89
oolite-contracts-cargo 1.89
oolite-contracts-helpers 1.89
oolite-contracts-parcels 1.89
oolite-contracts-passengers 1.89
oolite-libPriorityAI 1.89
oolite-nova 1.89
oolite-populator 1.89
oolite-primable-equipment-register 1.89
oolite-registership 1.89
oolite-thargoid-plans 1.89
oolite-trumbles 1.89
oolite-tutorial 1.89
11:00:49.329 [gnustep]: 2019-03-17 11:00:49.329 oolite[10948] Defaults path 'C:\Oolite-Trunk/oolite.app/GNUstep/Defaults' did not exist - created it

11:00:49.339 [gnustep]: 2019-03-17 11:00:49.339 oolite[10948] Creating empty user defaults database

11:00:49.361 [display.initGL]: Requested a new surface of 1920 x 1080, fullscreen.
11:00:49.364 [display.initGL]: Created a new surface of 1920 x 1080, fullscreen.
11:12:21.966 [exit.context]: Exiting: Shift-escape pressed.
11:12:21.973 [gameController.exitApp]: .GNUstepDefaults synchronized.

Closing log at 2019-03-17 11:12:21 +0000.
[Edit by a_c: Fixed log formatting.]

_________________
Wiki homepage for my OXP: http://wiki.alioth.net/index.php/Griff_Industries


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PostPosted: Sun Mar 17, 2019 12:07 pm 
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Quite Grand Sub-Admiral
Quite Grand Sub-Admiral

Joined: Wed Feb 28, 2007 7:54 am
Posts: 5377
Quote:
Happy to report Oolite ran fine, no frame drops or anything, I don't think my 460GTS video card could quite manage enough bits as there was some banding on the planets but game still looks amazing anyway!
Can confirm that the 460 oculdn't set bit depth to 16 bit. Red, green, blue and componernts are all set to 8 bit according to the log. But that's still alright, since the game managed to start up without issues anyway, even if the requested pixel format was not supported. Thanks for testing, Griff.


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PostPosted: Mon Mar 18, 2019 5:08 pm 
Offline
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral

Joined: Wed Feb 28, 2007 7:54 am
Posts: 5377
Managed to test on an NVidia 960. I noticed that the gamma for the 16 bpcc version was a bit raised compared to the standard 8 bpcc exe. I had to turn the 16bpcc version's gamma down to 0.4 to achieve the same lighting settings that I was getting with the gamma set at 1.0 with the 8 bppc exe. Other than this minor inconvenience (probably more driver related, IMO), it run really really well, with the GPU never getting above 40% even with sky settings pushed high and with Zygo's Cinematic Skies installed.

Log (relevant part only):
Quote:
Opening log for Oolite version 1.89 (x86-64 test release) under Windows 10.0.17763.195 64-bit at 2019-03-18 18:50:28 +0200.
Intel(R) Core(TM) i5-7500 CPU @ 3.40GHz 4 processors detected.
Build options: OpenAL, new planets, JavaScript console support, OXP verifier, localization tools, debug GraphViz support, JavaScript profiling.

Note that the contents of the log file can be adjusted by editing logcontrol.plist.

18:50:28.717 [display.initGL]: V-Sync requested.
18:50:28.717 [display.mode.list.native]: Windows native resolution detected: 1920 x 1080
18:50:28.718 [display.initGL]: Trying 16-bpcc, 32-bit depth buffer
18:50:29.091 [display.initGL]: Achieved color / depth buffer sizes (bits):
18:50:29.091 [display.initGL]: Red: 16
18:50:29.091 [display.initGL]: Green: 16
18:50:29.091 [display.initGL]: Blue: 16
18:50:29.091 [display.initGL]: Alpha: 16
18:50:29.091 [display.initGL]: Depth Buffer: 24
18:50:29.159 [joystick.init]: Number of joysticks detected: 0
18:50:29.160 [rendering.opengl.version]: OpenGL renderer version: 4.6.0 ("4.6.0 NVIDIA 417.71"). Vendor: "NVIDIA Corporation". Renderer: "GeForce GTX 960/PCIe/SSE2".
18:50:29.160 [rendering.opengl.extensions]: OpenGL extensions (375):
[snip]
We need to get some testing done on Linux now. What I think I'm going to do (assuming the Linux test goes without any major setbacks), is leave the 8 bit per color component settings as they are, with the option for the user to select 16 bits per color component if they so wish, using both the command line (-bpcc16 parameter) or the .GNUstepDefaults key bpcc = <whateverBitDepthYouWant>; (the game should be clever enough to fall back to the closest supported setup if someone gives it a crazy value). So the new feature will initially be fully transparent and activated only upon request. Later, if and when it gets confirmed that this is a good way forward, it could become the default option.

It would be nice if we could also find someone with an AMD card to test, just to be sure.


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