NwExilon

NwExilon

Joined Member # 3268896
0 Posts 0 Replies 271 Reputation

[quote who="cronos23325" reply="8" id="1872031"]i can play spore no problem,but this game wont even start [/quote] Post a DxDiag. A GMA 950 runs Source games, a game known for its excellent scalability, at 15FPS on the lowest esttings. If you have a GMA 950 and claim to play Spore fine, then you don't a GMA 950 or the game has no textures or modern shader technologies.

43 Replies 17,288 Views

I doubt any hard drives are that slow since most assets are preloaded, and he would lag playing by himself.. I think it's just network latency causing stutters or him running out of upload bandwidth.

10 Replies 1,234 Views

Right now, I believe Demigod is sorely lacking at giving players information. Other than the statistics about your own Demigod, one virutally knows nothing but the HP of his enemies and even allies. While I prefer the numbers laid out and apparently some don't, I think we can all agree that adding a clock to the game along with a bar indicating the progression of your war level and the enemy's war level will be helpful.

6 Replies 1,910 Views

[quote quoting="post"] There is a very noticable speed increase in 64 bit games. [/quote] ...No. 64bit executable is just going to be more work for little gain. The large address aware header for 64bit OSes is more than enough to offset the 32bit virtual addressing space disadvantage, and Demigod isn't going to use 4GB of addressing space in the forseeable future.

7 Replies 5,387 Views

From your description and some other cases where user had very, very low VRAM available, I would guess the 16x AA exceeded the amount of VRAM available, causing errors. In SupCom, black+red checkers meant that the texture was not available and particles being squares meant too much resources being used at the same time. Soooo... in short, don't try 16x AA or your computer will murder you in your sleep [e digicons]:thumbsup:[/e] . Have you tried setting anisostropic filtering to 4x? It makes

7 Replies 24,409 Views

125kbps upload may run into problems. The more important issue is your ping. If it exceeds 200ms in a LAN configuration, the game will lag.

9 Replies 2,171 Views

It doesn't matter how fast your core is because the render thread will do it as fast as possible to provide the best FPS. The main problem will be the sim speed, but I haven't seen anyone drop below 4+ yet so I think we'll weather it through. I can forsee that it will be a major pain when someone with a slow computer joins a large game, since that was pretty damn common in SupCom.

19 Replies 3,125 Views

There are two cases of bad performance at the moment: 1) People with X800 series: These people lack SM3 support so SM3 games lag badly and don't render correctly. This can be remedied by the devs introducing SM2 backwards compatibility.... i.e. building PS2 shaders. 2) People with 4 pipelines on their graphics card.

25 Replies 55,285 Views

The render thread and simulation thread are the two most demanding threads and thus make up Core 1 and Core 2. You aren't going to split them up any further. Render thread will always fill up Core 1 while the other threads will use as much as necessary. We've been over this multiple times in the GPG forums, so can we please, please not start this again?

19 Replies 3,125 Views

I've seen far too many system specific bug reports without the dxdiag and bug reports with the whole dxdiag copy + pasted on. What to bring with you to your bug report (not exhaustive). Description of the bug: Please use adjectives. Game time that the bug occured: How long have you been playing until you encountered the bug? How to reproduce this bug: If you can, give directions on how to make the bug happen again. Truncat

5 Replies 2,012 Views