Geforce 2 mx w/windows xp (fps lag test) - My fps lag test of the new patch
Ever since 1.4 i have been getting major fps lag in games where there were multiple units in 1 location (40+++)and when i was over a somewhat large body of watter. I was hoping since your patches created it they would fix. I was somewhat right. I tested the new patch 2day on Caer over the large body of watter in the south west, the spot where i lag the most of any map. I have over 70 units inthat location, that alone b4 would lag me to death but it didint. 1 problem did occur however. When i click once over a body of watter the game runs fine, but if i click multiple times, particularly over deep watter the game gose back to the way it was, A major lag fest. When i stop however it goes back to normal. Basically i should not click multiple times at all, witch would be a handicap, lets say if a mele unit rushes my archer over watter, i instinctevly would double click to stab it but in the proces i would lag myself and the whole game if i was host. Unfortunetly i cant find enough people to help me test the patch the best possible way that i can. The only way i can be sure that all the normal fps lag is gone is to test this on a koth or lmoth ffa game, when everyone is middle at the same time.
If anyone would like to help me test this plz respond to this post. Ty
If anyone would like to help me test this plz respond to this post. Ty
ELLADARA OMADARA!!!
Ok ive done abit further testing and the fps is still there. I played a 1v1 game with dante on caer again adn we bot went to the sw large body of watter. Combined our units numbers 148. The fps lag was horrible, just as bad as it was b4. It has gotten better for smaller amounts of units but back in 1.3 i never had a problem with any of this.
Can it be a problem with the new patches and its compatability with windows xp, and my gforce 2mx card?
Can it be a problem with the new patches and its compatability with windows xp, and my gforce 2mx card?
ELLADARA OMADARA!!!
dxdiag is only for direct x stuff, if your not using the myth software, and u are using your own vid card, does direct x still matter?
Im kinda new to figuring out vid card stuff, so im still learning. I really dont know if direct x is used when your using your own vid card (ex: my nvidia geforce mx420)
Im kinda new to figuring out vid card stuff, so im still learning. I really dont know if direct x is used when your using your own vid card (ex: my nvidia geforce mx420)
- iron
- Site Admin
- Posts: 2006
- Joined: Thu Feb 26, 2004 1:21 am
- Location: diving out of the Sun at 10 o'clock high!
- Contact:
Cov, the reason we haven't responded to your lag issue is that we really don't know what's causing it. You see, none of us are Windows programmers and we know very little about Direct3D rendering (the guy who is our Windows expert won't be available to help until August at earliest). Because of this, the D3D code wasn't touched throughout 1.4 and 1.5 development at all.
I believe the D3D rendering could be substantially boosted by a more efficient texture caching system, like the one used for OpenGL. Because its moving, water requires a lot more texture throughput than land does. That aside, there's 2 things I can think of that may cause the lag. One is seeing projectiles and units underwater (hence more textures to display). The other is the Yield CPU to Background Tasks preference - if you have that selected it will eat into your fps, so if you have smooth responsiveness to keystrokes without it then don't turn it on.
We'll check into the underwater visibility issue, as that may be the key. If we made the existing preference turn off all the water visibility as per 1.3 it may help matters.
I believe the D3D rendering could be substantially boosted by a more efficient texture caching system, like the one used for OpenGL. Because its moving, water requires a lot more texture throughput than land does. That aside, there's 2 things I can think of that may cause the lag. One is seeing projectiles and units underwater (hence more textures to display). The other is the Yield CPU to Background Tasks preference - if you have that selected it will eat into your fps, so if you have smooth responsiveness to keystrokes without it then don't turn it on.
We'll check into the underwater visibility issue, as that may be the key. If we made the existing preference turn off all the water visibility as per 1.3 it may help matters.