04-17-2012, 01:21 PM,
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NaN
Posting Freak
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Posts: 2,024
Threads: 120
Joined: Jan 2010
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Windows build(without data) vdrift-gui-2012-04-17.exe:
https://sourceforge.net/projects/vdrift/...%20builds/
Checkout/switch to vdrift data:
https://vdrift.svn.sourceforge.net/svnro...t-data-gui
And delete user settings:
C:\Users\{user}\Documents\VDrift
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04-18-2012, 08:02 AM,
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NaN
Posting Freak
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Posts: 2,024
Threads: 120
Joined: Jan 2010
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New Windows build(without data) vdrift-gui-2012-04-18.exe:
https://sourceforge.net/projects/vdrift/...%20builds/
Changes:
- Bugfix: Update DOUBLESTRINGWHEEL to use signal/slot functionality.
- Bugfix: DOUBLESTRINGWHEEL center position not parsed.
- Bugfix: Check for .car file when scanning for cars(directories).
- Reduce sound list lock contention.
- Avoid sound buffer reallocation.
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04-21-2012, 04:16 PM,
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NaN
Posting Freak
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Posts: 2,024
Threads: 120
Joined: Jan 2010
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Profiling with 24 cars has revealed that we are spending the same amount of time in the sound as in physics. Sound is processed in a separate thread usually, thus not a big deal. I took the chance to cleanup the sampling code a bit though. So nothing exciting in this build. The new positions code will follow asap.
It should be possible to speed up physics too. A considerable amount of time is spent in wheel ray routines. We can reuse the wheel cylinder contact information to speed up them.
I've noticed that the game is not able to fully utilize the cpu(2/4cores). I am at max 50% per core load on the notebook(weak gpu) and desktop system(powerful gpu).
New Windows build(without data) vdrift-gui-2012-04-21.exe:
https://sourceforge.net/projects/vdrift/...%20builds/
Changes:
- Rewrite sound sampler to use integer math only instead of mixed floating point. This should allow the compiler to optimize it more aggressively.
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04-23-2012, 11:49 AM,
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NaN
Posting Freak
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Posts: 2,024
Threads: 120
Joined: Jan 2010
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New Windows build(without data) vdrift-gui-2012-04-23.exe:
https://sourceforge.net/projects/vdrift/...%20builds/
Changes:
- Start position is the center of a 2 x 4 x 1 meter box on track surface. Move car to fit bounding box front lower edge of the position box. Disable align with ground for testing.
- Fix: Close files on track loader clear.
- Clean up sound(source) code.
I've noticed sound crackling with 24 cars especially on start(windows). I think we need to look for a way to reduce/limit the number of active sound sources.
Testers don't forget to pull latest data. Due to disabled align with surface code starts on some tracks will fail. This is intended to support track position work.
Tracks updated to 24 start positions:
a1ring
bahrain
barcelona
brands
charade70
detroit
dijon
jerez88
Help updating other tracks is appreciated. See also http://vdrift.net/Forum/viewtopic.php?t=1757
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04-23-2012, 05:25 PM,
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Timo 6
Member
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Posts: 164
Threads: 6
Joined: Mar 2009
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Looking good so far. No issues apart from those already mentioned.
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04-24-2012, 01:03 PM,
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Timo 6
Member
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Posts: 164
Threads: 6
Joined: Mar 2009
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Occasional crackling starts for me with ~7 cars:
Processor 2.7 GHz Intel Core i7
Memory 8 GB 1333 MHz DDR3
Graphics Intel HD Graphics 3000 512 MB
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04-25-2012, 03:08 AM,
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NaN
Posting Freak
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Posts: 2,024
Threads: 120
Joined: Jan 2010
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New Windows build(without data) vdrift-gui-2012-04-25.exe:
https://sourceforge.net/projects/vdrift/...%20builds/
Changes:
- Fix sound crackling by moving sound source calculations out of sampling callback into game loop. This means up to 20% more load on the main thread. Limit number of active sound sources(disabled atm, needs profiling). Sound callback is still not thread safe.
- Fix: Don't mess with gain when incrementing sound source, leads to crackles.
- Fix #85: Rename signal.h to signalslot.h.
- On game leave clear sound instead of removing each sound source separately.
A few more tracks updated:
hockenheim
ruudskogen
The latest changes are fixing the crackling but increasing main thread load from 50 to 70%. But that's OK I think. Run vdrift -profiling to get some performance data.
@Timo
There is a max active sound sources implementation, disabled atm. I haven't had the time to test/profile it yet. If you are interested in testing uncomment sound.LimitActiveSources() in game.cpp
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04-26-2012, 05:11 AM,
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NaN
Posting Freak
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Posts: 2,024
Threads: 120
Joined: Jan 2010
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New build(without data) vdrift-gui-2012-04-26.exe:
https://sourceforge.net/projects/vdrift/...%20builds/
Changes:
- Clean up soundbuffer a bit.
- Minimize sound list lock contention(by double buffering). Ideally one would use atomic swap instead of mutex. Add active sound sources limit setting(gui, config file). Default active sources maximum is 64.
We've got max active sources setting now, helps a lot with performance. The sound system is still not thread safe though. If you still have crackling please report.
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04-28-2012, 06:27 PM,
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NaN
Posting Freak
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Posts: 2,024
Threads: 120
Joined: Jan 2010
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New build(without data) vdrift-gui-2012-04-28.exe:
https://sourceforge.net/projects/vdrift/...%20builds/
Changes:
- Fix: Don't load opponents in practice/replay mode.
- Fix: Rewrite sound system to be thread safe. Max active sound sources culler not reimplemented yet.
I haven't profiled/optimized the new sound system yet and the max active sources culler is broken. Thus it might be a bit slow when running with more than a dozen cars. Anyway please download and test.
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