Low fps
- Phytotron
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Low fps
AA 0.2.7.1 -- OS 10.2.8 -- 600 MHz G3 -- 256 MB -- ATI RAGE 128 Ultra
I'm just curious as to why I get such a low framerate playing this game. The highest I'll hit playing locally, with no AI, is 50 fps. And that's spectacular compared to playing online, where I'm lucky to hit the mid-20's. If the number of players goes over, say, six total, then I usually drop to the 4-9 fps range.
And this is with every detail setting and whatnot turned all the way down or even off (with exception to the defaults which I leave as is). No other apps running. First thing I run when I startup the computer, even.
This isn't meant as a slight to the developers, but this seems absurd. I have a few games on here that are more graphically advanced and they're a lot smoother. Armagetron seems to be fairly simple graphically. I would think my computer could handle it. And I know other people with comparable machines get higher framerates. So...huh?
I'm just curious why this is and what, if anything, I can do to make it better (without upgrading, heh). I don't mean to come off like I'm nagging/complaining/whatever, just confuzzled.
I'm just curious as to why I get such a low framerate playing this game. The highest I'll hit playing locally, with no AI, is 50 fps. And that's spectacular compared to playing online, where I'm lucky to hit the mid-20's. If the number of players goes over, say, six total, then I usually drop to the 4-9 fps range.
And this is with every detail setting and whatnot turned all the way down or even off (with exception to the defaults which I leave as is). No other apps running. First thing I run when I startup the computer, even.
This isn't meant as a slight to the developers, but this seems absurd. I have a few games on here that are more graphically advanced and they're a lot smoother. Armagetron seems to be fairly simple graphically. I would think my computer could handle it. And I know other people with comparable machines get higher framerates. So...huh?
I'm just curious why this is and what, if anything, I can do to make it better (without upgrading, heh). I don't mean to come off like I'm nagging/complaining/whatever, just confuzzled.
- dlh
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- Phytotron
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- Lucifer
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Tweaking is definitely called for. I figure your computer should outperform the one I used to play on, which is 800mhz Duron, TNT2 32MB video card, 256MB DRAM, 60-90 fps
Turn off floor texturing if you haven't already. Turn off mirroring.
resolution set to 640x480. I play with sparks on, I find the floor is a big enough hit that I can have sparks or floor, but not both (the computer I use now is fast so I have lots of effects on now).
Ok, set the walls to inifnity and see. ON my system (Linux blahblah) that's worth 5 fps right there. Turn off the sky (another 5fps), and so forth.
What you wind up with is still a good-looking grid, but all the frills (for me the low wall and sky interfere with gameplay) are off.
Turn off floor texturing if you haven't already. Turn off mirroring.
Ok, set the walls to inifnity and see. ON my system (Linux blahblah) that's worth 5 fps right there. Turn off the sky (another 5fps), and so forth.
What you wind up with is still a good-looking grid, but all the frills (for me the low wall and sky interfere with gameplay) are off.
Check out my YouTube channel: https://youtube.com/@davefancella?si=H--oCK3k_dQ1laDN
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- dlh
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- Lucifer
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Worse than a TNT2?nemostultae wrote:no way, that ibook graphics card is terrible.Lucifer wrote:Tweaking is definitely called for. I figure your computer should outperform the one I used to play on, which is 800mhz Duron, TNT2 32MB video card, 256MB DRAM, 60-90 fps
Check out my YouTube channel: https://youtube.com/@davefancella?si=H--oCK3k_dQ1laDN
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- dlh
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Yes, debug symbols, no optimizations. But then again this is not an offical releases. :\Jonathan wrote:I'm trying to download the snapshot but the download is quite slow. I suspect at least debug symbols.
The mirror always seems to choose luke's site, which is slow. Download it from generalconsumption.org/armagetron/builds
- iceman
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All official builds have the performance problem that the network syncing code is doing way too much unnecessary work; it mostly affects servers, I think, but clients suffer from it, too. The next build won't have that problem.
Iceman: If you mean that the App should not wait for network data, you're right (and of course that's not done during a round, only before the round starts to get everyone in sync). If you have only one processor, the order of handling the network data (and user input) and rendering is quite irrelevant. Doing things in parallel even costs some performance because you have to do all kinds of syncing or deal with extremely interesting bugs. So no, rendering and networking are not currently handled in parallel.
However, when I get to it, there will be the rendering switch that will stop the CPU to wait for the GPU to finish every frame, on systems with a modern GPU this will gain some FPS by the improved CPU/GPU parallelism at the cost of a loss of synchronization between keyboard input and display (we're talking about something in the range of 1/200s here).
Iceman: If you mean that the App should not wait for network data, you're right (and of course that's not done during a round, only before the round starts to get everyone in sync). If you have only one processor, the order of handling the network data (and user input) and rendering is quite irrelevant. Doing things in parallel even costs some performance because you have to do all kinds of syncing or deal with extremely interesting bugs. So no, rendering and networking are not currently handled in parallel.
However, when I get to it, there will be the rendering switch that will stop the CPU to wait for the GPU to finish every frame, on systems with a modern GPU this will gain some FPS by the improved CPU/GPU parallelism at the cost of a loss of synchronization between keyboard input and display (we're talking about something in the range of 1/200s here).
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Jonathan: this may be true for you, but I've seen HUGE delays build up because the GPU was keeping 1000 (no exaggeration!) simple frames worth of rendering in its buffer and the application did not wait for them to flush, so there was a delay of about ten seconds between input and application reaction. Ok, this was a TNT2 back then using Direct3D and not OpenGL, but the principle is the same. If sensibly implemented (keep no two glSwap() commands in the buffer), this does not happen, but I don't keep my hopes too high for it to work for me.


