here are my specs: 800 MHz G4, 1 gig RAM, ATI Raedon 7500 w/ 32 MB VRAM.
I can play arma at the lowest resolution (320 x 200) and I will only get max 35 fps. Usually it stays around 25 fps. Well, my friend just bought a new powerbook (1.5 GHz G4, 2 gig RAM, ATI Mobility Radeon 9700 w/ 128 MB VRAM). Now, you would think his computer would get a lot better fps than mine.
You thought wrong. In games, he cant get above 35 fps either, even at 320 x 300!.
This only happens in network games. If a play a local game against the bots, I will get 100 fps at 800 x 600.
Someone please fix this annoying bug.
FPS bug on Mac OS X in network games.
- Tank Program
- Forum & Project Admin, PhD
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- Tank Program
- Forum & Project Admin, PhD
- Posts: 6711
- Joined: Thu Dec 18, 2003 7:03 pm
hi
Well, the problem might not be visible in Armagetron's source code, but perhaps a simple method in the code just uses a different concept than on x86 architectures.
For example if armagetron wants to receive a new packet from the network, it will ask the OS' socket for a new packet, but what happens if there is no packet available ?
I noticed that armagetron expects the OS' to
"return immediatly if no packet data is available",
but perhaps on MacOS X the request for recving (or sending) a packet blocks until a packet was received/send and thus slowing down armagetron's rendering !
This link provides more information about setting up sockets for MacOS X.
http://www.osxfaq.com/man/2/getsockopt.ws
File to change would be src/network/net_udp.cpp.
Perhaps I can provide a fix at a later point...
If anyone else fixes this I'd be glad to know.
I might be wrong about the cause of the problem though.
joda
Well, the problem might not be visible in Armagetron's source code, but perhaps a simple method in the code just uses a different concept than on x86 architectures.
For example if armagetron wants to receive a new packet from the network, it will ask the OS' socket for a new packet, but what happens if there is no packet available ?
I noticed that armagetron expects the OS' to
"return immediatly if no packet data is available",
but perhaps on MacOS X the request for recving (or sending) a packet blocks until a packet was received/send and thus slowing down armagetron's rendering !
This link provides more information about setting up sockets for MacOS X.
http://www.osxfaq.com/man/2/getsockopt.ws
File to change would be src/network/net_udp.cpp.
Perhaps I can provide a fix at a later point...
If anyone else fixes this I'd be glad to know.
I might be wrong about the cause of the problem though.
joda
Do you have a Mac to test? If not, let me know and I'll compile and test for you.joda.bot wrote: This link provides more information about setting up sockets for MacOS X.
http://www.osxfaq.com/man/2/getsockopt.ws
File to change would be src/network/net_udp.cpp.
Perhaps I can provide a fix at a later point...
If anyone else fixes this I'd be glad to know.
I might be wrong about the cause of the problem though.
joda
I have noticed lower fps while on network play, but not as many to make me think of a bug, but I have to say that armagetron runs slow on my G4 even when playing alone.
- Andrea