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Author Topic: How To Improve Frame Rate/Fix Lag  (Read 17419 times)
Sean
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« on: May 25, 2013, 06:54:25 PM »

Low frame rates can be caused by many things such as outdated graphics drivers, settings not optimized, old graphics card, or a combination of these things. So we'll go down a checklist of ways to fix whatever is causing you to lag. Note numbers 1 and 2 should make the most impact toward improving your FPS.

 To see your FPS in-game, press F11. You'll see it in the bottom left hand corner.

1. Make sure the graphics settings are turned down in the launcher.
    - Turn Anti-Aliasing to 'Disabled' and keep Vsync off.
    - Turn down the resolution if absolutely necessary.
    
2. Changing the quality settings in-game.
    - F12 changes the the clip/view distance. Setting your clip to 64 meters should yield a big FPS gain.
    - F8 turns off high quality shading, bump mapping, and normal mapping.
    - In the chat bar type: '/trees low' and '/flora low'.
    - F9 turns off post-processing effects.
    
3. Update your graphics card driver(s).
    - Go to your card vendors website and make sure your driver is the very latest.
    
4. (Intel laptop specific) Make sure you are using the dedicated graphics card if your laptop has both integrated and dedicated graphics available.

5. Update Java.
It is possible that your version of Java has some nasty memory leak that is causing Mythruna to gobble up all of your systems memory.

6. (64 bit computers) make sure you are using the 64 bit java version.
The 32 bit java runtime can cause a decrease in performance and other graphical bugs. If you have a 32 bit computer stick to the 32 bit java runtime version.
    - Download it here: http://download.cnet.com/Java-Runtime-Environment-JRE-64-Bit/3000-2378_4-75317067.html

7. Run a 3rd party application called Gamebooster. (Use at your own risk)
This should help squeeze out some FPS by turning off unnecessary background processes.
    - Download it here: http://www.iobit.com/gamebooster.php

8. (Linux) Sadly you have to use the proprietary drivers to get adequate frame rates. Keep in mind that in doing so, you cause RMS to gain another pound.

Hopefully this helps somebody; If you are still having frame rate issues, feel free to post about it below or make a new topic regarding your problem.
« Last Edit: May 26, 2013, 08:23:38 AM by Sean » Logged

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Michael
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« Reply #1 on: May 25, 2013, 07:52:12 PM »

Thanks for the information, also you forgot a slash at (underlined part)  #2_-3: In the chat bar type: '/trees low' and 'flora low'.
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Sean
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« Reply #2 on: May 25, 2013, 08:17:38 PM »

Thanks for the information, also you forgot a slash at (underlined part)  #2_-3: In the chat bar type: '/trees low' and 'flora low'.
Thanks
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pspeed
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« Reply #3 on: May 25, 2013, 08:23:37 PM »

Note: "- F8 turns on low quality shading (keep in mind this option might make Mythruna run slower on some older cards)."

Actually, it may make Mythruna run slower on newer cards.

Mythruna tends to be "vertex" heavy and no "fill heavy".  In other words, the ratio of on screen pixels to vertexes is pretty low.

One of the things that the low quality shader does is move lighting calculations, etc. to the vertex calculations.  So instead of doing lighting calculations for every pixel, it is done for every vertex and interpolated.  That sounds faster, right?

Well, except on modern cards they do a _really_ good job of avoiding overdraw, ie: redrawing the same screen pixel over and over.  Where as, no matter what card you use, all vertexes have to be processed.  The card doesn't know what it can throw away until the vertex is processed.

This means if the pixel shader in your graphics card is already really fast (like on modern nVidia cards) and your card is really good at throwing away overdrawn pixels, then moving the lighting calculations to the vertexes may result in a net slow down because now every vertex does extra processing... some of which is just going to be thrown away.

I hope to have more granular shader quality options in the future.  "F8" also turns off bump mapping and normal mapping (because those require per pixel lighting) but turning these off can be a savings on its own because they cause extra texture lookups.  So for the cards that F8 helps on, it's theoretically possible that simply turning off bump and normal mapping results in an even bigger gain than the current F8.  It makes everything I said above irrelevant since the lighting calculations are still done per pixel but now we'd avoid extra texture lookups.  Should be a net gain across the board at the cost of flat textures.

...but you're already getting flat texture for F8 anyway.
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pspeed
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« Reply #4 on: May 25, 2013, 08:24:09 PM »

P.S.: Great post, by the way.

Even as the information becomes incorrect then we can always correct it.  It can evolve with the game.

Edit: post is stickied.  Someone should add it to the table of contents, too, I suppose.
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Iggyjeckel
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« Reply #5 on: May 25, 2013, 08:30:27 PM »

Adding it now
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Sean
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« Reply #6 on: May 25, 2013, 08:42:03 PM »

The F8 portion is fixed. Thanks for... stickying  Grin
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pendrijo
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« Reply #7 on: August 22, 2014, 04:45:27 AM »

aah !! no one mentioned core parking that's the huge effect on performance Grin
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