dracflam wrote:On another note, an issue I'd like to report with FPS: Occasionally the game will drop from 50-60 fps to 1-5 fps and it never recovers. This only seems to happen sometimes, when docking and walking off the ship. From then on the game is in perma-slow mode. However if I go into graphics options during this slowdown and choose a graphic preset (can even be the one i'm already on), the slowdown instantly disappears and the game goes back to playing just fine.
Linux mint 17.2, Nvidia gtx 970, v 346.72, amd fx8350, 16gb ram
A few questions:
- How much memory does that gtx 970 have?
- How long do you usually have to play for this to happen?
- It only happens when docking or did it sometimes happen when doing something else?
We've had this kind of problem before especially on 1gb gpus. Whenever settings change or alt+tab happens, we sometimes have to reallocate render-targets. If the gpu is low on memory they could end up in system memory killing performance. I implemented some additional flushing to help with this but it only kicks in when ATI_meminfo extension reports we're low on memory.
Can you check with glxinfo and/or glewinfo if your gpu/driver supports ATI_meminfo?
dracflam wrote:Another issue: my saitek av8r won't let me remap any axes. Buttons generally work however, and ingame basic pitch/yaw are working despite the options screen not detecting them.
Hmm weird, you can't even remap pitch/yaw? If you load the default mapping you should see "X Axis", "Y Axis" and a few others already mapped, regardless of whether you even have a joystick. When you click to remap one of the axes does simply nothing happen and you have to press escape, or does the setting immediately get set to something (could be blank)?
@ezra-r
Hmm this is bad, we've had that before the first alpha release, originally it was just a problem with the fact that we upload meshes on another thread, and if there's just a few commands queued GL wouldn't actually push them for execution so we had to call glFlush. In general problems like this are either clobbering of vertex/index buffers, bad or incomplete uploads, unfinished uploads (the driver didn't sync properly), or other such.
My first guess would be that it's related to the driver, did you switch to 352.63 recently-ish? Can you try the older 340.96 or other similar? I'll try 352.63 soon as well (I did use it before but it was causing problems with nsight so I had to rollback).
The main question I have is if the artifacts go away after a few moments? Or once they happen they're permanent as long as a certain mesh is in view?
EDIT:
@fallenwizard Ohh, thanks I didn't notice that thread, will read through it in a sec.
@everyone I'm reading/aware of the other issues in this thread and bug-tracker, if I'm not replying it usually means I've no questions, or not enough time to look into it yet;p