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 Post subject: Requirements
PostPosted: Fri Nov 04, 2011 2:31 am 
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Joined: Fri Nov 04, 2011 2:30 am
Posts: 4
what are the requirements for this game? i get very laggy stuttering gameplay, will this be fixed later on? can this be optimalized? i was a bit shocked that such a game needed such a good pc to run good


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 Post subject: Re: Requirements
PostPosted: Fri Nov 04, 2011 7:53 am 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
babudji wrote:
what are the requirements for this game? i get very laggy stuttering gameplay, will this be fixed later on? can this be optimalized? i was a bit shocked that such a game needed such a good pc to run good


Are you playing the demo or beta 0.5x? Is it sluggish in both maps? Which soldier amount setting are you playing on?

I can run the game ok, 40-60fps (with 1920x1080, 8x antialias, vsync enabled) depending on the amount of soldiers on the screen, on my PC from 2008 (with ATI Radeon HD 4800 series graphics card, AMD Phenom 9550 Quad-core 2.2GHz -- although the game utilizes only a single core actually). The CPU speed shouldn't matter as much as the graphics card, as the physics and AI aren't enormously processing heavy, though there are certainly places that can be optimized further there too.

On the graphics side, each soldier in the game has about 16 skeletal bones for animations, and there are times when you are closing in on having 50 soldiers on the screen at the same time, which starts to demand some real GPU power. This kind of situations happen especially on map2, and unless you have shader support in your graphics card, the system mostly just wastes time rendering each bone as a separate batch. On top of this, the soldiers are in fact made of voxels, which are drawn as small rectangles instead of being polygons of the usual kind in games, which calls for a decent fill rate from the GPU.

The current shadow implementation is pretty poor both performance and quality wise. Try disabling the shadows and you should pretty much double your frame rate. I'm working on a new shadow implementation currently to make them appear nicer on shader enabled graphics cards, with any luck, it might be faster too.

There's also the post processing to bring out the outlines of things in the game which can be pretty painful for some graphics cards to process. Also try disabling it, you should gain quite a boost from it.

In the end, the game is surprisingly GPU intensive. Both performance and graphics quality will improve in the future especially for shader enabled graphics cards, but certain things can be done for older graphics cards as well to some extent. If the graphics quality isn't important, the performance on lower end machines can be boosted further by making it possible to control the amount of rendered voxels in soldiers through options.

Can you tell me more about your PC specifications?


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 Post subject: Re: Requirements
PostPosted: Fri Nov 04, 2011 3:39 pm 
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Joined: Fri Nov 04, 2011 2:30 am
Posts: 4
on my desktop the game is playable but a bit laggy when alot of soldiers in 1 screen indeed.

now i'mtalking about my laptop wich the game is virtually unplayable on here are the specs:

Quote:
Time of this report: 11/4/2011, 16:34:51
Machine name: ACER-TM4001
Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.101209-1647)
Language: English (Regional Setting: Dutch)
System Manufacturer: Acer
System Model: TravelMate 4000
BIOS: Rev 1.0 XXX
Processor: Intel(R) Pentium(R) M processor 1500MHz
Memory: 510MB RAM
Page File: 438MB used, 810MB available
Windows Dir: C:\WINDOWS
DirectX Version: DirectX 9.0c (4.09.0000.0904)
DX Setup Parameters: Not found
DxDiag Version: 5.03.2600.5512 32bit Unicode


---------------
Display Devices
---------------
Card name: ATI MOBILITY RADEON 9700
Manufacturer: ATI Technologies Inc.
Chip type: ATI MOBILITY RADEON 9700 AGP (0x4E50)
DAC type: Internal DAC(400MHz)
Device Key: Enum\PCI\VEN_1002&DEV_4E50&SUBSYS_00641025&REV_00
Display Memory: 64.0 MB
Current Mode: 1024 x 768 (32 bit) (60Hz)
Monitor: Default Monitor
Monitor Max Res:
Driver Name: ati2dvag.dll
Driver Version: 6.14.0010.6476 (English)
DDI Version: 9 (or higher)
Driver Attributes: Final Retail
Driver Date/Size: 8/25/2004 12:29:04, 209408 bytes
WHQL Logo'd: n/a
WHQL Date Stamp: n/a
VDD: n/a
Mini VDD: ati2mtag.sys
Mini VDD Date: 8/25/2004 12:28:46, 787456 bytes
Device Identifier: {D7B71EE2-0D10-11CF-D96A-6E20A1C2CB35}
Vendor ID: 0x1002
Device ID: 0x4E50
SubSys ID: 0x00641025
Revision ID: 0x0000
Revision ID: 0x0000
Video Accel: ModeMPEG2_C ModeMPEG2_D ModeWMV8_B ModeWMV9_A
Deinterlace Caps: {6E8329FF-B642-418B-BCF0-BCB6591E255F}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
{552C0DAD-CCBC-420B-83C8-74943CF9F1A6}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,2) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{6E8329FF-B642-418B-BCF0-BCB6591E255F}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
Registry: OK
DDraw Status: Enabled
D3D Status: Enabled
AGP Status: Enabled
DDraw Test Result: Not run
D3D7 Test Result: Not run
D3D8 Test Result: Not run
D3D9 Test Result: Not run


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 Post subject: Re: Requirements
PostPosted: Fri Nov 04, 2011 3:39 pm 
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Joined: Fri Nov 04, 2011 2:30 am
Posts: 4
i suppose its too weak all around :D


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 Post subject: Re: Requirements
PostPosted: Sat Nov 05, 2011 12:11 pm 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
I'm pretty sure it runs out of GPU memory on your laptop, which only has 64 Mb. When GPU memory runs out, it starts to swap the memory between the system and GPU all the time which kills the performance.

At the moment I frankly don't know how much GPU memory RWR requires, I should check that at some point. I'd expect 128 Mb to be well enough, or at least it should be reachable with some memory optimizations, as the textures and the geometry are dead simple.


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 Post subject: Re: Requirements
PostPosted: Mon Nov 07, 2011 4:54 pm 
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Joined: Fri Nov 04, 2011 2:30 am
Posts: 4
okay thanks for the answer :)


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