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Author Topic: [0.7.2a] ShaderLib Beta 1.2.1b (Legacy)  (Read 238953 times)

Dark.Revenant

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Re: [0.7.2a] ShaderLib Beta 1.2.1b
« Reply #375 on: March 01, 2016, 11:25:19 PM »

Sounds like a very poor driver, a very poor mod you've installed somewhere, or a seriously busted version of Java.  Absolutely DO NOT allocate more memory.

ShaderLib does not allocate much heap memory. VRAM is another matter, and overflowing there can start to eat into RAM, but that's usually handled by the driver and doesn't show up on Task Manager.
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Surge

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Re: [0.7.2a] ShaderLib Beta 1.2.1b
« Reply #376 on: March 01, 2016, 11:34:03 PM »

Poor driver could sum up my entire experience with this card, but there does seem to be an update for it, I'll allocate LESS memory, update the driver, and see how it runs then, I don't think it's any of the mods since it's all standard stuff, SS+, II, BRDY, Scy, DA, common radar, save transfer, console commands, neutrino, and the various requisite -libs.

edit: who'da thunk it, drivers were the culprit.
edit2: not out of the woods yet, I started the game 3 times, on the second boot the game's FPS capped at 3, third boot it went into in to the 30s UNTIL a ship drifted across the back of the menu, which caused it to tank to 7. After killing the program both times JRE hangs up and doesn't respond to task manager while eating a lion's share of system memory, it's just the x64 version of jre7u80 though so I don't see why.
« Last Edit: March 02, 2016, 12:09:03 AM by Surge »
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Dark.Revenant

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Re: [0.7.2a] ShaderLib Beta 1.2.1b
« Reply #377 on: March 02, 2016, 12:19:53 AM »

Poor driver could sum up my entire experience with this card, but there does seem to be an update for it, I'll allocate LESS memory, update the driver, and see how it runs then, I don't think it's any of the mods since it's all standard stuff, SS+, II, BRDY, Scy, DA, common radar, save transfer, console commands, neutrino, and the various requisite -libs.

edit: who'da thunk it, drivers were the culprit.
edit2: not out of the woods yet, I started the game 3 times, on the second boot the game's FPS capped at 3, third boot it went into in to the 30s UNTIL a ship drifted across the back of the menu, which caused it to tank to 7. After killing the program both times JRE hangs up and doesn't respond to task manager while eating a lion's share of system memory, it's just the x64 version of jre7u80 though so I don't see why.

You should probably update your shaderLib settings.  The lighting shader actually doesn't run (iirc) unless an object is in view, so it's probably being triggered by the shader code.

Considering that ShaderLib runs fine for me, that rules out a programming error; my best guess is some setting is going past your card's limits.  Redownload ShaderLib; the defaults were changed.
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Surge

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Re: [0.7.2a] ShaderLib Beta 1.2.1b
« Reply #378 on: March 02, 2016, 12:50:02 AM »

The problem is that I can't replicate any of these problems consistently, I was about to say that it's being caused by SS+, because I disabled SS+ and it worked fine, but then I tried to boot it again with SS+ still disabled and the resource usage maxed and tanked the framerate again, I've tried switching jre versions from 7u80 to 7u79 and even tried it with an x86 version of jre7, the only thing I can replicate is that all of these problems go away when I disable shaderlib.
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OOZ662

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Re: [0.7.2a] ShaderLib Beta 1.2.1b
« Reply #379 on: March 02, 2016, 01:04:06 AM »

That's exactly why you should change ShaderLib settings. Start flicking some trues to falses and see if one makes the problem go away.
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Surge

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Re: [0.7.2a] ShaderLib Beta 1.2.1b
« Reply #380 on: March 02, 2016, 01:05:49 AM »

I've set "enableLights" to false which seems to have about halved resource usage, not sure why it was eating up half of my system resources though.
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Kyuss11

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Re: [0.7.2a] ShaderLib Beta 1.2.1b
« Reply #381 on: March 02, 2016, 06:58:34 AM »

Ok,my issue is fixed
Quote
I was wondering if anyone knew how to fix this,it only happens during combat.http://imgur.com/ru98oJd
I've updated everything and it all worked on .7.1
I'm not sure if there is some setting in shaderlib I could adjust?

It appears that my card needed to run true on:
"use64BitBuffer":true # Default: true
        # This causes various usages of the auxiliary texture buffer to be more accurate, but is unsupported by older cards and uses more GPU memory
        # If you are getting strangely bad performance, try turning this off
        # This option uses 5 MB - 21 MB of VRAM, depending on screen resolution
I know I have a high-end gpu so I'm guessing that it needs all the texture buffer to be enabled since my nvidia control panel has several global and defualt settings for high performance.
Thank You for your time on this mod.Hopefully everyone else can find a fix as well.
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Dark.Revenant

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Re: [0.7.2a] ShaderLib Beta 1.2.1b
« Reply #382 on: March 02, 2016, 01:13:14 PM »

Ok,my issue is fixed
Quote
I was wondering if anyone knew how to fix this,it only happens during combat.http://imgur.com/ru98oJd
I've updated everything and it all worked on .7.1
I'm not sure if there is some setting in shaderlib I could adjust?

It appears that my card needed to run true on:
"use64BitBuffer":true # Default: true
        # This causes various usages of the auxiliary texture buffer to be more accurate, but is unsupported by older cards and uses more GPU memory
        # If you are getting strangely bad performance, try turning this off
        # This option uses 5 MB - 21 MB of VRAM, depending on screen resolution
I know I have a high-end gpu so I'm guessing that it needs all the texture buffer to be enabled since my nvidia control panel has several global and defualt settings for high performance.
Thank You for your time on this mod.Hopefully everyone else can find a fix as well.

That's, uh, really weird.  I had no idea turning that on could fix problems.
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johnbob69

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Re: [0.7.2a] ShaderLib Beta 1.2.1
« Reply #383 on: March 08, 2016, 08:14:19 AM »

Spotted infrequently, most recently in Duel of the Century:

Code
141622 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.settings.B.getTextureId(Unknown Source)
at org.dark.shaders.util.ShaderLib.renderForeground(ShaderLib.java:1098)
at org.dark.shaders.util.ShaderLib.isForegroundEmpty(ShaderLib.java:634)
at org.dark.shaders.light.LightShader.drawLights(LightShader.java:948)
at org.dark.shaders.light.LightShader.renderInWorldCoords(LightShader.java:943)
at org.dark.shaders.util.ShaderHook.renderInWorldCoords(ShaderHook.java:135)
at com.fs.starfarer.title.C.o0oO$Oo.?00000(Unknown Source)
at com.fs.starfarer.combat.A.new.?00000(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Maybe today's the day everything I knew about short-circuits gets overturned.

What the ***?  That has to be a bug on Alex's end.

Im recieving this very error in the campaign mode. It occurs whenever i hit the deploy button.

Used both the default and deluxe settings with the same results:

75182 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.settings.B.getTextureId(Unknown Source)
   at org.dark.shaders.util.ShaderLib.renderForeground(ShaderLib.java:1098)
   at org.dark.shaders.util.ShaderLib.isForegroundEmpty(ShaderLib.java:634)
   at org.dark.shaders.light.LightShader.drawLights(LightShader.java:948)
   at org.dark.shaders.light.LightShader.renderInWorldCoords(LightShader.java:943)
   at org.dark.shaders.util.ShaderHook.renderInWorldCoords(ShaderHook.java:135)
   at com.fs.starfarer.title.C.o0oO$Oo.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.A.new.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

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Dark.Revenant

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Re: [0.7.2a] ShaderLib Beta 1.2.1b
« Reply #384 on: March 08, 2016, 08:45:32 AM »

Maybe you could try updating Starsector.
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johnbob69

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Re: [0.7.2a] ShaderLib Beta 1.2.1b
« Reply #385 on: March 08, 2016, 08:48:17 AM »

Maybe you could try updating Starsector.

Im running the latest build, i guess i will try a fresh install.
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Dark.Revenant

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Re: [0.7.2a] ShaderLib Beta 1.2.1b
« Reply #386 on: March 08, 2016, 08:50:38 AM »

Maybe you could try updating Starsector.

Im running the latest build, i guess i will try a fresh install.

It would also help if you told me what all your mods are, and their versions.
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johnbob69

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Re: [0.7.2a] ShaderLib Beta 1.2.1b
« Reply #387 on: March 08, 2016, 09:12:49 AM »

Maybe you could try updating Starsector.

Im running the latest build, i guess i will try a fresh install.

It would also help if you told me what all your mods are, and their versions.

A fresh install seems to have sorted the issue.
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Timpe

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Re: [0.7.2a] ShaderLib Beta 1.2.1b
« Reply #388 on: March 14, 2016, 08:19:18 AM »

I seem to have this issue where setting enableLights to true makes my CPU idle instantly go to 1% even in the test map with just the two ships doing nothing. My idle without Shaderlib is 50-80% usually.

Starsector version is 7.2a, Shaderlib is 1.2.1b, CPU is i5 2500k, GPU is GTX770 4GB. Any help would be appreciated.
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Dark.Revenant

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Re: [0.7.2a] ShaderLib Beta 1.2.1b
« Reply #389 on: March 14, 2016, 08:46:21 AM »

That's normal behavior.  Idle % is not entirely accurate; your actual CPU usage isn't actually skyrocketing.
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