Full Version: Framerate problems with shaders on pretty powerful specs
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After upgrading to the latest nightly build(as of 25 February 2012) the framerate with almost maximum settings(only view distance is set to 1 KM and no motion blur since it crashes the game) has dropped from 20-30 to 7-20. I have all the new data files(NOT the dev versions though) that are in the Sourceforge SVN repo.
I'm running the Windows build on a laptop with Windows 7 Ultimate x64, Intel Core 2 Duo T6570 @ 2.1 GHz, Nvidia GeForce GT 320M(just a little more powerful that a desktop 9800GT) with 1GB VRAM, 4GB RAM. I have the latest GPU drivers installed v295.73 WHQL(Verde R295 Driver).

I suspect that the problem may lie in the shaders, specifically the car reflections and the ambient occlusion. Turning shaders off makes the game run at 60FPS but cancels everything including shadows. Since I have a decent machine is it possible that the shaders are not fully optimized? Also the new reflections are prettier than those of the front page release.

Also, why is the game running only at maximum 60 FPS with all options set to minimum? Can't it go farther than the screen refresh rate?

Please reply.

PS: I wanted to upload a screenshot but i get an error: "Unfortunately, an error has occurred rendering this page. Please try again later." for
Quote:why is the game running only at maximum 60 FPS
The game itself does not limit the frame rate. Try to turn off vertical sync in your graphics card driver settings.
I forced it off from the nvidia control panel. It didn't work. I have the same issues. By the way, XS(S2000) tail lights aren't transparent. I'm not having the same issue on all cars though. 350Z doesn't have visible stop lights yet rear gear lights work. All textures and files are present in the cars folder so it isn't caused by incomplete downloads.

Edit: Sorry I forgot to write that problem persists regardless of resolution. 640x480 or 1280x720 same framerate. It's extremely strange, for me at least, to see this behaviour. Usually lowering the resolution made the FPS sky rocket. Also here's the pic I uploaded.
Sorry for multiple uploads of the same image. Can someone please delete the 2 most recent ones. Even if i got the error, the pic was actually uploaded.
Nobody replying? I understand not considering feature requests for not being top priorities, but a bug report?
I can not replicate the fps issue on my ati machine(noshader 500-700fps, shader 100-250fps paulricard88/XS).

The problem with the lights is known(data issue) just hasn't been fixed yet.

Can you please post your C:\Users\<user>\Documents\VDrift\log.txt from a test run? I'll add the issues to the tracker.

You can try to run the game with the following parameters to gather some more data: -dumpfps -profiling

And maybe try the old renderer with: -gl2
Did run with the debug parameters. Posted log.txt for GL3 in code box. Also, changing to -gl2 didn't solve the FPS issue, but it may have provided more realistic car lighting, even if reflections are not so good, as Monza has sunny conditions, and the bright atmosphere seems better IMO. Screenshots after log.txt.
INFO: Dumping the frame-rate to log.
INFO: Starting VDrift: development-full, Version: latest, O/S: Windows
INFO: Home directory: C:\Users\Kostea
INFO: Settings file: C:\Users\Kostea\My Documents\My Games\VDrift/VDrift.config
INFO: Data directory: data
INFO: Temporary directory: C:\Users\Kostea\My Documents\My Games\VDrift/tmp
INFO: Log file: C:\Users\Kostea\My Documents\My Games\VDrift/log.txt
INFO: Disabling antialiasing
INFO: Display change was successful: 1280x720x32 24z fullscreen=0
INFO: GL Renderer: GeForce GT 320M/PCIe/SSE2
INFO: GL Vendor: NVIDIA Corporation
INFO: GL Version: 3.3.0
INFO: Initialized GLEW 1.7.0
INFO: Loading data/shaders/gl3/vdrift1.rhr...
INFO: Loaded data/shaders/gl3/vdrift1.rhr
INFO: GL3 initialization successful
INFO: 0 joysticks found.
INFO: Loading car controls from: C:\Users\Kostea\My Documents\My Games\VDrift/controls.config
INFO: Sound initialization information:
INFO: Obtained audio device:
      Frequency: 44100
      Format: 32784
      Bits per sample: 16
      Channels: 2
      Silence: 0
      Samples: 2048
      Size: 8192
      Sound initialization successful
INFO: Loaded fonts successfully
INFO: Loaded GUI successfully
INFO: Current FPS: 29
INFO: Current FPS: 33.7
INFO: Current FPS: 33.5
INFO: Current FPS: 33.5
INFO: Current FPS: 33.8
INFO: Current FPS: 34.3
INFO: Current FPS: 30.6
INFO: Current FPS: 31
INFO: Loading track from path: data/tracks/mosport
INFO: Loaded surfaces file, 5 surfaces.
INFO: Track timing sectors: 2
INFO: Car loading was successful: LE
INFO: Textures: 173
      Models: 1600
      Sounds: 11
INFO: Current FPS: 11
INFO: Current FPS: 11.1
INFO: Current FPS: 11.4
INFO: Current FPS: 11.8
INFO: Current FPS: 11
INFO: Current FPS: 10.8
INFO: Current FPS: 11.4
INFO: Current FPS: 11.5
INFO: Current FPS: 11.9
INFO: Current FPS: 11.1
INFO: Current FPS: 11.5
INFO: Got quit message from GUI. Shutting down...
INFO: Profiling summary:
      ai: 0.016421 %
      car: 0.957256 %
      physics: 6.63278 %
      render: 83.5136 %
      scenegraph: 0.449556 %
INFO: Shutting down...
INFO: Exiting

[Image: 2_debug_-_run.jpg]

[Image: b_gl2_debug.jpg][/code]
Too bad the GPU profiling data is not logged. Can you upload a full resolution screenshot just to see where the GPU is wasting time?

Btw is this a release build, what compiler are you using? The debug builds can be very slow with msvc. You could try the nigthly(built with gcc/mingw) to rule that out.
I will upload the full res screens but is it possible to post them on the gallery or external?
I've never got the gallery here working for me. Use whatever works for you.
Hi res same order. I first installed the release on the home page but then I overwrote it with the latest nightly data. I haven't compiled anything.
[Image: debugrun.png]
[Image: gl2debug.png]
I guess the shaders are a bit too heavy for your GPU. I am getting about 60fps with everything maxed out on the same scene with a hd4850 1000GFLOPs. The 320M will have about 90GFLOPs(wikipedia), thus the 11fps.
Well I thought the GPU had 900GFLOPS not 90. So I got a low end GPU not a mid-end. I got rickrolled. And the laptops here have almost twice the price in the US.

Anyway, the problem is not really with the GPU, as the framerate is the same regardless of resolution. There are bugs in the code. Or in my video driver since I played NFS Hot Pursuit 2010 at 30-60 FPS and it has a way more demanding engine that Vdrift.
Sorry for the double-post. I have now on my system both the stable release and the latest nightly. The stable runs at 35 FPS all settings to the max yet it looks exactly the same to the nightly which runs slow. I can't seem to find any change logs. If you could give me some links I'd very grateful. Thanks.

Edit: Wait, I noticed the difference. It doesn't have the same detail in the high detail reflection. Sorry.
That's the problem if i reduce the reflection from high to low or off but with the rest on (nightly) I have very small gains compared to doing the same with the stable.
Thanks for the logs.

Edit: I found some info about shading methods. Hope you guys can find these useful.

Update: I rebooted after I change the game folder location. Reducing reflection quality now give more substantial FPS gains. Now low reflection detail on nightly gives slightly less avg. FPS than high detail on the stable. Setting the reflection off gives 40-60 FPS. Can't make any version go beyond 60 fps though. Forced Vsync off from the driver settings. No results. Guess the high resolution reflections in the nightly(GL3&GL2) are very heavy on my 24 shader cores. Cheers.
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