Mythruna

General Category => Tech Support => Topic started by: Moonkey on December 16, 2011, 09:17:59 AM



Title: Mythruna FPS problem (Doesn't always work)
Post by: Moonkey on December 16, 2011, 09:17:59 AM
Once I saw this game I thought "Wow this is going to turn into something special". So I grabbed the latest update on the game and tryed it. I pressed launch game and it was loading the stuff really slowly and I thought it was just the games problem and had nothing to do with my FPS. Once it was done loading... I was really disappointed. 0-1 Fps was all I got. It was really cool looking though so I tried walking around and all that. Now after about a week of having it I found something on youtube to make games run a bit faster than they were. Now go into the folder where you keep Mythruna. Now create a new text document. Then go into your text document and type:

@echo off
cd /d "\*Folder Mythruna is in*\lib"
start /abovenormal Mythruna-*version of mythruna*.exe

The words between the * * are things you need to enter yourself.
The latest version currently of December 16th is 20111212.

If this helps please post your result in the poll or leave a comment. Thanks.  ;D

EDIT: I forgot to tell you this: Rename the text document to Mythruna-*version of mythruna*.bat . This method might hurt your computer if you try /high or /realtime if you have an un-capable computer/laptop. If this doesn't work for you though please give me a comment of what happened or went wrong. EDIT EDIT: Bah Mythruna somehow isn't reacting to the .bat anymore. And by that no performance boost :(


Title: Re: Mythruna FPS problem ALMOST SOLVED
Post by: pspeed on December 16, 2011, 12:21:06 PM
If that did/does work then I wonder what other things your computer was doing that stole CPU.  You can't really squeeze more processing out than is available and I believe all that option does is make sure the game runs instead of other things that your computer would be doing.

Or... if you have a system with an embedded card and a separate graphics card then maybe it forces it to pick the better one.  We've had users have trouble with Mythruna using the motherboard GPU instead of picking the nice nVidia one sitting right next to it.  They had to disable the intel embedded GPU or something.

So I'm curious about your system now.


Title: Re: Mythruna FPS problem ALMOST SOLVED
Post by: Moonkey on December 16, 2011, 01:06:33 PM
My laptop is very weird and I have no idea how it actually does what it does. But since it's old, most shaders don't work with it. Shader 3.0 is actually good n' all but... Lighting issues with mythruna. The only reason why I get lag is from the amount of blocks onscreen (Obviously) and the high textures. I used the nvidia control panel to change some settings that aren't in the options. No help at all. When I tried changing the clip to 64 Meters I BARELY get any fps boost at all. I tried every way I know of to get it to run better. My little brother has a Dell that is pretty new, its graphics card is alot more compatible but can't play high detailed games, but when he tried mythruna he got 7 - 12 fps. Maybe you could try to make it to where unseen sides of blocks should not be rendered? I don't know if that's possible... I'm guessing the only reason minecraft has a decent performance is because of 16 bit quality. When I turn 2D post proccesing off I also get no performance boost.


Title: Re: Mythruna FPS problem (Doesn't always work)
Post by: pspeed on December 16, 2011, 01:11:41 PM
Mythruna only draws the visible faces.  It could be a texture issue.  It could be a bus issue.  It could just be that my per-pixel lighting is killing your shader engine. :)

The shader issue is the most likely since reducing clip didn't help.  Someday I will create an "ugly mode" to try to optimize for lower end cards... but I'm focusing on features now.  If I take long enough then maybe everyone will already be upgraded. ;)

Minecraft apparently runs worse than Mythruna now on some computers.  So it's hard to say what they are doing.  The older versions were faster but also had only flat shaded vertex-based lighting.  I haven't played it in a long time so I don't know if that has changed or not.


Title: Re: Mythruna FPS problem (Doesn't always work)
Post by: Moonkey on December 16, 2011, 01:44:56 PM
Mythruna only draws the visible faces.  It could be a texture issue.  It could be a bus issue.  It could just be that my per-pixel lighting is killing your shader engine. :)

The shader issue is the most likely since reducing clip didn't help.  Someday I will create an "ugly mode" to try to optimize for lower end cards... but I'm focusing on features now.  If I take long enough then maybe everyone will already be upgraded. ;)

Minecraft apparently runs worse than Mythruna now on some computers.  So it's hard to say what they are doing.  The older versions were faster but also had only flat shaded vertex-based lighting.  I haven't played it in a long time so I don't know if that has changed or not.

The texture size is probably a main reason on low fps but another is calculating lighting every second. But since the "Magic lights" don't display lighting (No light is coming out of them) It's all on my graphics card because when I tried dead island the flashlight doesn't turn on in the sewers. My graphics card is half way up on the chain of good graphics cards (It actually is... I checked  :) ).
Also the Ugly mode sounds nice. Having lower textures might help ALOT. Question: Does Mythruna use antialiasing??? I haven't looked but if it does i'm pinning FPS issues on that  :P . Also, Minecraft has new lighting. It's "Smoothed".

Edit: What you said on the first comment "If that did/does work then I wonder what other things your computer was doing that stole CPU." It didn't just change the priority, Or I think it didn't. Whatever it did it gave me a chance to actually walk around xD . And, It is an integrated GPU. It sits ontop of the motherboard and the cooling is very poor (HUGE design flaw there) so I have to use a support usb fan on the bottom.


Title: Re: Mythruna FPS problem (Doesn't always work)
Post by: pspeed on December 16, 2011, 02:04:11 PM
Texture size might be a culprit but I have a machine here that runs Mythruna very slowly.  As an experiment, I tried using smaller textures and I even reduced everything to just one texture.  While one texture made the most difference, I still have a theory that a simpler shading model for low-end cards will work out better.

...but I'm not in a big hurry to do that just yet.  Who knows, maybe it will sneak into a release, though.


Title: Re: Mythruna FPS problem (Doesn't always work)
Post by: Moonkey on December 19, 2011, 09:14:22 AM
Yay thanks for the 218 release! Low quality here I come! (Waits for download to end)

Edit: The problem turned out to not be the shading, I tried F8 and I saw the difference but no change in fps. But in this new update I found out I now have 5 fps... I could actually walk around now! Besides that when I get close to buildings it runs slow. Weird...


Title: Re: Mythruna FPS problem (Doesn't always work)
Post by: pspeed on December 19, 2011, 12:52:43 PM
Yay thanks for the 218 release! Low quality here I come! (Waits for download to end)

Edit: The problem turned out to not be the shading, I tried F8 and I saw the difference but no change in fps. But in this new update I found out I now have 5 fps... I could actually walk around now! Besides that when I get close to buildings it runs slow. Weird...

Can you tell me what video settings you are using?  Do you have AA turned on?  I'm just talking about the settings used in the initial display settings dialog.


Title: Re: Mythruna FPS problem (Doesn't always work)
Post by: Moonkey on December 19, 2011, 03:44:54 PM
I've tried swapping through certain settings but, My current settings I like the most are 800 x 600, 24 Bpp, Fullscreen turned off, AA disabled, No Vsync because it runs slower. I found out something, when I'm near blocks the fps plummets to 1 - 2 but when i'm in water and away from land it runs up to 30-50 fps and when I turned up clip in water it still ran fine... I got at least 60-80 ft away from land and looked back at all the blocks and it ran at 30-50 fps. Having low quality shaders lets magic lights WORK. With high quality during the night no blocks would have any lighting effect from the magic lights but when I turned on low quality it showed brighter areas. I also tried building a house in the bottom of the ocean  ;D .


Title: Re: Mythruna FPS problem (Doesn't always work)
Post by: pspeed on December 19, 2011, 06:37:24 PM
The lack of lighting is a sign of more serious issues.  I start to wonder if you are even hardware accelerated at all sometimes. ;)

Can you describe in detail what your hardware and GPU setup are?  And if this is a laptop, are you absolutely sure that you don't have a two GPU setup (one low-power GPU and one "heavier" GPU)?

Actually, if you look in a recent client.log and include the hardware specs from that it would be useful.  And if you've done that already and I just forgot then please just link it here for posterity.  This has been a horrible couple of days for me personally, so I'm not tracking all of the different threads at the moment.


Title: Re: Mythruna FPS problem (Doesn't always work)
Post by: Moonkey on December 20, 2011, 08:53:39 AM
Quote
2011-12-19 21:36:28,312 INFO  [mythruna.MainStart] Application info:
Memory usage:
Working memory: 13% (2155160/16252928)  VM Max: 0% (2155160/518979584)

Rendering caps:
    FrameBuffer
    FrameBufferMRT
    FrameBufferMultisample
    OpenGL20
    OpenGL21
    ARBprogram
    GLSL100
    GLSL110
    GLSL120
    VertexTextureFetch
    FloatTexture
    FloatColorBuffer
    NonPowerOfTwoTextures

Statistics:
  Vertices = 0
  Triangles = 0
  Uniforms = 0
  Objects = 0
  Shaders (S) = 0
  Shaders (F) = 0
  Shaders (M) = 0
  Textures (S) = 0
  Textures (F) = 0
  Textures (M) = 0
  FrameBuffers (S) = 0
  FrameBuffers (F) = 0
  FrameBuffers (M) = 0

Display adapter information:
Adapter:nv4_disp
Driver Version:6.14.11.7948
Vendor:NVIDIA Corporation
Version:2.1.2
Renderer:GeForce Go 7950 GTX/PCI/SSE2
GLSL Ver:1.20 NVIDIA via Cg compiler

2011-12-19 21:36:41,343 WARN  [mythruna.script.ScriptManager] Script file or directory does not exist:mods\scripts
2011-12-19 21:36:44,859 WARN  [com.jme3.input.InputManager] Attempted to add mapping "WheelDown" twice to trigger.
2011-12-19 21:52:01,656 WARN  [de.lessvoid.nifty.screen.Screen] Possible conflicting id [resume] detected. Consider making all Ids unique or use #id in control-definitions.
2011-12-19 21:52:01,656 WARN  [de.lessvoid.nifty.screen.Screen] Possible conflicting id [resume] detected. Consider making all Ids unique or use #id in control-definitions.
2011-12-19 21:56:12,281 WARN  [mythruna.ui.ObservableState] Warning: Some subclass broke the super.initialize(app) chain:mythruna.ui.PopupMessageState
2011-12-19 21:56:17,828 WARN  [mythruna.ui.ObservableState] Warning: Some subclass broke the super.initialize(app) chain:mythruna.ui.PopupMessageState
2011-12-19 21:56:20,796 WARN  [mythruna.ui.ObservableState] Warning: Some subclass broke the super.initialize(app) chain:mythruna.ui.PopupMessageState
2011-12-19 21:56:34,218 WARN  [mythruna.ui.ObservableState] Warning: Some subclass broke the super.initialize(app) chain:mythruna.ui.PopupMessageState

I just copy and pasted it ALL. I've also been messing with the .jars in the lib folder... I took out "noise-0.0.1-SNAPSHOT.jar" and placed it on my desktop. I opened mythruna and it ran the same as before... I didn't find any problems with it that time.

Edit: Sorry you're having a bad day :)


Title: Re: Mythruna FPS problem (Doesn't always work)
Post by: pspeed on December 20, 2011, 11:08:17 AM
I just copy and pasted it ALL. I've also been messing with the .jars in the lib folder... I took out "noise-0.0.1-SNAPSHOT.jar" and placed it on my desktop. I opened mythruna and it ran the same as before... I didn't find any problems with it that time.

Meaning it still runs the same without the jar or you were having errors before and removing that jar fixes them?  I'm confused.


Title: Re: Mythruna FPS problem (Doesn't always work)
Post by: Moonkey on December 20, 2011, 11:34:04 AM
Meaning it still runs the same without the jar or you were having errors before and removing that jar fixes them?  I'm confused.

It ran the same without the jar. No errors happened before or after. Sorry for confusion, I re-read my post and I see why you were confused.

Edit: I'm going to get the oldest version, in the wiki, of Mythruna and try some of the older versions out to look for versions where mythruna ran at its best.

I found out the oldest version on the wiki has a max fps of 30-20 FPS. *Grabs a newer version* Ok version 20110415 runs the same as the newest version... What went wrong between those versions (Oldest version to 20110415)... Even though I took a huge step through versions.


Title: Re: Mythruna FPS problem (Doesn't always work)
Post by: pspeed on December 20, 2011, 02:00:00 PM
I don't know.  Even JME changed considerably during that time since the April version would have had Alpha 4.  I spent a huge amount of time chasing down a performance drop in JME between my original download and somewhere near Alpha 4.

I assume you are comparing single player to single player.


Title: Re: Mythruna FPS problem (Doesn't always work)
Post by: pspeed on December 20, 2011, 02:00:35 PM
Oh, and the changelogs are available for the different versions if you get curious about what might have changed from a high level perspective.


Title: Re: Mythruna FPS problem (Doesn't always work)
Post by: pspeed on December 20, 2011, 09:54:41 PM
I found out the oldest version on the wiki has a max fps of 30-20 FPS. *Grabs a newer version* Ok version 20110415 runs the same as the newest version... What went wrong between those versions (Oldest version to 20110415)... Even though I took a huge step through versions.

I've gone over the changelogs again.  If you ever feel like testing specific versions, it might be interesting to try:
20110228

Then move forward to:
20110309

If this slows things down the it might have been grass and clouds.  If it's not slow then...

...if moving to:
20110411

Then it might have been nifty integration.  I try to nerf nifty when the game is running and no screens are up but you never know.


Regarding the lighting problems... that has to be display driver related.  If your card is using the unified nvidia drivers then your drivers look quite old.  For example, on my card the drivers are:
Driver Version:6.14.12.7061
Version:4.1.0
Renderer:GeForce GTX 460/PCI/SSE2/3DNOW!
GLSL Ver:4.10 NVIDIA via Cg compiler

Maybe the different card lines have different drivers but it's still something to look at.  You are the first to complain about lighting not working.


Title: Re: Mythruna FPS problem (Doesn't always work)
Post by: Moonkey on December 21, 2011, 08:07:22 AM
My first concern was with you upgrading to JME 3... I tried it out and the fps went lower when generating leafs... Strange... I'll explore deeper into this mysterious mystery  :)


Title: Re: Mythruna FPS problem (Doesn't always work)
Post by: pspeed on December 21, 2011, 12:24:29 PM
Last night I added some commands for nerfing the trees and flora.  Realistically, the tree nerfing is the only one that will save people any FPS and still be a not-totally-ugly game.  And it was a feature request from way back after I added the nice new leafy trees.

This will go into the next version... basically there is a new command:
/trees low

Will set trees to low quality which means all trees (including pine trees) will be rendered with the old ugly green sponge blocks.  This is considerably less geometry and will definitely increase FPS for some people.

Given that you have other problems and that just looking at a wall is slow... I'm not sure it will help in your case.  But I think the display drivers you run are old and buggy until I hear otherwise.  :)  Lighting should work fine, for example.


Title: Re: Mythruna FPS problem (Doesn't always work)
Post by: Moonkey on December 29, 2011, 02:55:45 PM
Last night I added some commands for nerfing the trees and flora.  Realistically, the tree nerfing is the only one that will save people any FPS and still be a not-totally-ugly game.  And it was a feature request from way back after I added the nice new leafy trees.

This will go into the next version... basically there is a new command:
/trees low

Will set trees to low quality which means all trees (including pine trees) will be rendered with the old ugly green sponge blocks.  This is considerably less geometry and will definitely increase FPS for some people.

Given that you have other problems and that just looking at a wall is slow... I'm not sure it will help in your case.  But I think the display drivers you run are old and buggy until I hear otherwise.  :)  Lighting should work fine, for example.

On mine making trees ugly... Doesn't help FPS. Making grass turn into blocks... Hrmm LOTS BETTER! Also my drivers are up-to-date or so my Graphics card says... My graphics card isn't even compatible with DirectX 10 so it's a really... I'd say OLD graphics card... But it's worth it. Using F8 to change shaders fixes the lighting problem so the ugly shaders aren't really ugly. It's fine. *stares at trees* You don't effect my fps with your needly ways...   8)


Title: Re: Mythruna FPS problem (Doesn't always work)
Post by: pspeed on December 29, 2011, 03:09:05 PM
That's bizarre.  I assume you waited for all of the ** Loading ** to finish.

The trees are way more resource intense than the grass... and the only difference is that the grass moves.  Maybe when I finally make the trees blow in the wind we can see if that kills your performance also. :)


Title: Re: Mythruna FPS problem (Doesn't always work)
Post by: Moonkey on December 30, 2011, 03:46:20 AM
That's bizarre.  I assume you waited for all of the ** Loading ** to finish.

The trees are way more resource intense than the grass... and the only difference is that the grass moves.  Maybe when I finally make the trees blow in the wind we can see if that kills your performance also. :)
Nope I don't have to sit on the loading screen... "Loading: 1" *Presses enter* *types /flora low* "Loading: 3" *loads really fast* Yay to chat while loading!
Also my graphics card is BARELY compatible with GLSL 2.0... SO I have 2.1 ;) . Im very happy i'm compatible with this game! I also had to type all this in on the 3DS (Nintendo). *gets off the internet on the 3DS and plays Mario Kart 7* gah it's late... I'll go to sleep instead...


Title: Re: Mythruna FPS problem (Doesn't always work)
Post by: B. Davenport on June 19, 2013, 12:05:26 PM

Mythruna only draws the visible faces.  It could be a texture issue.  It could be a bus issue.  It could just be that my per-pixel lighting is killing your shader engine. :)

The shader issue is the most likely since reducing clip didn't help.  Someday I will create an "ugly mode" to try to optimize for lower end cards... but I'm focusing on features now.  If I take long enough then maybe everyone will already be upgraded. ;)

Minecraft apparently runs worse than Mythruna now on some computers.  So it's hard to say what they are doing.  The older versions were faster but also had only flat shaded vertex-based lighting.  I haven't played it in a long time so I don't know if that has changed or not.

The texture size is probably a main reason on low fps but another is calculating lighting every second. But since the "Magic lights" don't display lighting (No light is coming out of them) It's all on my graphics card because when I tried dead island the cheap flashlight (http://www.robustbuy.com/led-lighting-gadgets-led-flashlights-c-505_1027_730.html) doesn't turn on in the sewers. My graphics card is half way up on the chain of good graphics cards (It actually is... I checked  :) ).
Also the Ugly mode sounds nice. Having lower textures might help ALOT. Question: Does Mythruna use antialiasing??? I haven't looked but if it does i'm pinning FPS issues on that  :P . Also, Minecraft has new lighting. It's "Smoothed".

Edit: What you said on the first comment "If that did/does work then I wonder what other things your computer was doing that stole CPU." It didn't just change the priority, Or I think it didn't. Whatever it did it gave me a chance to actually walk around xD . And, It is an integrated GPU. It sits ontop of the motherboard and the cooling is very poor (HUGE design flaw there) so I have to use a support usb fan on the bottom.
[/quote]

Yes may be you are right and i have to fegaure out this. you are quite god with the elaboration.  :)


Title: Re: Mythruna FPS problem (Doesn't always work)
Post by: pspeed on June 19, 2013, 12:33:29 PM
Just to clarify, there are no lights in Mythruna.  All lighting is baked into the geometry.

If you don't see light then your graphics card is very broken and/or needs a driver upgrade.