Use buffers to process graphics

Bug #896298 reported by YR M0ddEr
6
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Bug Description

Use buffers to process graphics. This would decrease slowdowns and lag.

The idea is good, but it involve lots of work.

##### ADDITIONAL INFORMATION #####
If decision is made to implant this, I suggest the work to be spitted to all coders.

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Just to enlighten everyone who wasn't on IRC when this was discussed:
 so basically we lag to hell thanks to sprites
 mhm
 technically it doesn't lag because it's sprites
 it lags because those sprites are stored in a very compact way and have to be decompressed and processed before rendering
 and they don't bother to cache the result of that processing
 so every frame the engine goes to reindex each shp with its palette
 and recompute the voxels somehow
 which I don't quite understand (or want to)
 I may do not know what I am speaking about, but how about creating a buffert?
 that requires memory
 sure we can try that nowadays
 personally I haven't tried that because there are plenty of other things to do that are less messy to do
 Of course.
 how much memery are we talking about? and how big improvment is a buffert?
 I think you're looking for a "buffer", not "buffet"
 though that second option is more delicious
 as for memory usage, needs some math
 if we want to decompress each shp before use, that's probably 50% more space than compressed shps
 shps that only use one palette (non-remappables) would need just one buffer, which would be twice the size of the shp itself (16 bit color)
 remappables, er, would need a separate buffer for each remap

Revision history for this message
YR M0ddEr (yr-m0dder) wrote :

Keep in mind that this is the best thing that can be done when it comes to decreasing slowdowns and lag. Thing such as "rewrite the drawing code" and such is not going to happen.

Revision history for this message
Generalcamo (generalcamo) wrote :

[Video]
VideoBackBuffer=yes

Check that tag first, it might do what he wants it to do.

Revision history for this message
DCoder DCoder (dcoder1337) wrote :

No, this issue is about a completely different thing.

Revision history for this message
Starkku (starkku) wrote :

I don't think amount of memory consumed is as much of an issue nowadays as it probably was back in early 2000's. Supporting this one.

On a related note, how much would the SHP compression setting affect this? I mean, supposedly the compression setting 1 means no compression, and this reflects in the filesize as well. I guess in theory game should spend less time fooling around with the decompression in case most/all of the SHP's were uncompressed (compression 1).

I know using 'compression' 1 with HUGE animations and such prevents some drawing issues from occuring but I haven't really noticed any difference in amount of lag etc. so it would be nice if someone with more insight cleared this up.

Revision history for this message
reaperrr (reaperrr) wrote :

Haven't checked it with RA2 yet, but compression 1 causes graphical glitches when used for SHP units and buildings in TS. The game seems to have issues sorting layers or refreshing the SHPs properly when compression 1 is used. For example voxels that should be 'hidden' behind a building shp show through if it uses c1 etc.

Revision history for this message
cranium (cranium) wrote :

just out of curiosity, and I hope this is to much outta place. But since buffers are being discussed here, what does UseBuffer= tag do? Does it tell the technotype to use the VideoBackBuffer, or is it something entirely different?

Revision history for this message
LH_Mouse (lh-mouse) wrote :

2. TROUBLE SHOOTING

   2.1. Known Video Card Issues:

   Video monitor settings may need to be adjusted after installing the Microsoft
   DirectX video drivers. If you screen distorts, or is shifted horizontally or
   vertically, you can return it to normal by adjusting the controls on your monitor.

   Most video display problems can be corrected by installing the latest drivers
   for your particular card. Please consult your video card documentation for
   details on how to get the latest drivers for your card.

   If you are using the Microsoft Theme Pack and have selected a custom cursor,
   video corruption can occur. For best results, please use default cursors while
   playing Command & Conquer: Red Alert 2.

   Users with integrated Intel 3D graphic cards (2MB AGP) may experience refresh
   problems at high resolutions (above 640x480). In order to fix this problem, modify
   the [VIDEO] section of the RA2.INI file located in the RA2 root directory to include:

      VideoBackBuffer=no

   (This also includes any users with low end video cards, experiencing any trails
   or refresh problems at any resolution)

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