New renderer - testers wanted

Pioneer is an open-ended space adventure game. Explore the galaxy, make your fortune trading between systems, or work for the various factions fighting for power, freedom or self-determination.
Homepage: http://pioneerspacesim.net/
IRC: http://pioneerspacesim.net/irc
Downloads: https://pioneerspacesim.net/page/download/
Zordey
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RE: New renderer - testers wanted

Post by Zordey »

Information from 'bt':(gdb) bt#0 0x00000000 in ?? ()#1 0x081a70a0 in Graphics::Shader::Unuse (this=0x0) at Shader.cpp:159#2 0x08127361 in Ship::Render (this=0xbd77ad0, renderer=0x87e46f0, viewCoords=..., viewTransform=...) at Ship.cpp:1082#3 0x08058603 in Camera::Draw (this=0xafb3258, renderer=0x87e46f0) at Camera.cpp:160#4 0x0817722f in WorldView::Draw3D (this=0xaf19038) at WorldView.cpp:355#5 0x080f1e7c in Pi::MainLoop () at Pi.cpp:1271#6 0x080f368a in Pi::Start () at Pi.cpp:1180#7 0x080517a5 in main (argc=1) at main.cpp:18(gdb) I can start pioneer at the debug point and it runs fine so its not weapon fire or the NPC firing back at me, It is possibly just this laptop cant handle the amount of effects at the moment the police spawn.(Cant replicate this issue on my windows laptop)
Zordey
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RE: New renderer - testers wanted

Post by Zordey »

Just by the way, the spec of this crappy laptop:Intel(R) Celeron(R) M CPU 440 @ 1.86GHz1GB RAMIntel Corporation Mobile 945GME Express Integrated Graphics Controller (rev 03)Fedora 15 (Linux version 2.6.42.3-2.fc15.i686 )
Brianetta
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RE: New renderer - testers wanted

Post by Brianetta »

That, or there's some effect being used that your graphics card can't handle.The issue has been logged: https://github.com/pioneerspacesim/pioneer/issues/1013It might help to pastebin the contents of ~/.pioneer/opengl.txt as well.
Zordey
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RE: New renderer - testers wanted

Post by Zordey »

Just checked out branch: issue-1013 and it fixed my bug :)
robn
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RE: New renderer - testers wanted

Post by robn »

Fixes to all problems reported so far are in the latest nightly. Thanks everyone, and keep them coming!
Zordey
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RE: New renderer - testers wanted

Post by Zordey »

Ok, another new (i think) issue is that hyperspace jumps now take 15+ mins.frame rate drops to 1fps (indicated but actually much less), 100% CPU usage and swap file usage climbs to 2gb (max on my machine)This is in the latest nightly build, I don't think the problem was there In previous nightly.
Luomu
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RE: New renderer - testers wanted

Post by Luomu »


Zordey wrote:
Ok, another new (i think) issue is that hyperspace jumps now take 15+ mins.frame rate drops to 1fps (indicated but actually much less), 100% CPU usage and swap file usage climbs to 2gb (max on my machine)This is in the latest nightly build, I don't think the problem was there In previous nightly.

The hyperspace effect has always allocated a huge array on every frame. It is not vastly different from before, but looks like it now pushes your machine over the edge. I think it's better to optimize this case sooner than later :)
Zordey
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RE: New renderer - testers wanted

Post by Zordey »

I'm still not very good at this git thing so I dont know how to roll back to a previous version to test (not that it really matters now anyway). I went back to Alpha 19 and it is fine but I know it doesnt have any shader stuff.I have been trying out the Boa and it appears that the source of the main thrusters is set too far inside the model and it shining through rather than being at the back.Also, not a graphics issue, but forcing the star dreamer (ctrl click fastforward buttons) will pretty reliably smash you into a starport rather than landing.
walterar
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RE: New renderer - testers wanted

Post by walterar »

Apparently # 1020 fix segfault jump at the end of HSTesting with:Processor: Intel ® Core ™ i3-2100 CPU@3.10GHz × 4Video (integrated) Intel ® Desktop Sandybridge x86/MMX/SSE28GB RAMOS: Ubuntu Linux 11.10 with Kernel 3.2.7 vanilla
Zordey
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RE: New renderer - testers wanted

Post by Zordey »

I was playing for a couple of hours last night (git version from yesterday afternoon I think) and my hyperspace issue is now fixed :D
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