Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 3 4 [5] 6   Go Down

Author Topic: FPS=1 on BAT WAW – Need some assistance (besides existing recommendations)  (Read 9839 times)

0 Members and 1 Guest are viewing this topic.

Vampire_pilot

  • member
  • Offline Offline
  • Posts: 7989

No significant progress made, mostly because this needs some in depth analysis way down the history lane.
Re- and deconstruction of a lot of the java history (we are talking years of organic growth). We want Mike in on this and he will only be available from beginning of November on.
Currently effects and/or sounds are also a suspect. But this is also history forensics....

In my opinion, this will be a longer process which might end up identifying more than one issue, some smaller, some bigger.
For example, I already have identified the (small but quite funky) issue with my airfield abandoning mission. Flak88 winter texture related. This one will be fixed in the next pack but it does not explain what you see.

UberDemon

  • UberDemon/danzigzag
  • Modder
  • member
  • Offline Offline
  • Posts: 1190

Wow,

Yeah, peeling the onion is a hard thing to do.  So interestingly enough VPMEDIA addon seems to work alright by itself then.  I have not tried it, so I might on the ModAct.

Thank you for the help so far.
Logged
Best Regards, UberDemon/danzigzag, Get UQMG at SAS BAT Mission area.  www.uberdemon.net no longer exists.

UberDemon

  • UberDemon/danzigzag
  • Modder
  • member
  • Offline Offline
  • Posts: 1190

Well,

Unfortunately nothing new.  Upgraded PC RAM from 8G to 14G, and installed BAT 3.5.  Same mission in WAW is still 1 fps.  Unfortunately for me only Stock and SAS without all the BAT stuff works for me.  Using same mission for the sake of comparison.  Still at 1 fps.

Edit #1:  I went into FMB and removed all ground moving vehicles, trains, and tanks.  There was a noticeable change in FPS, around 15 fps minimum.  Maybe in future BAT mods affecting moving ground/sea vehicles could be an option, as it appears they tax the system highly.  I tried some of the stock missions (for example the IL-10 single missions), and as long as they have moving ground vehicles, they start to stutter.  Still my point is that in stock and SAS versions, the exact same missions play perfectly, no fps hit whatsoever.  There is something about the ground moving object modifications that affects BAT performance severely.  Again, these were missions that played perfectly over a decade ago in a much slower machine.  I don't think this is simply a case of my PC sucking.  Any help, as always would be greatly appreciated.

Code: [Select]
[Nov 24, 2018 5:55:47 AM] ------------ BEGIN log session -------------
Command not found: fps START SHOW
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: ATI Technologies Inc.
  Render: AMD Radeon(TM) RX 560 Series
  Version: 4.5.13541 Compatibility Profile Context 24.20.13019.1008
  Extensions: GL_AMDX_debug_output GL_AMD_blend_minmax_factor GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_framebuffer_sample_positions GL_AMD_gcn_shader GL_AMD_gpu_shader_half_float GL_AMD_gpu_shader_int16 GL_AMD_gpu_shader_int64 GL_AMD_interleaved_elements GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_occlusion_query_event GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_atomic_counter_ops GL_AMD_shader_stencil_export GL_AMD_shader_stencil_value_export GL_AMD_shader_trace GL_AMD_shader_trinary_minmax GL_AMD_sparse_texture GL_AMD_sparse_texture_pool GL_AMD_stencil_operation_extended GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_transform_feedback4 GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conditional_render_inverted GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_semaphore GL_EXT_semaphore_win32 GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_bptc GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_parallel_shader_compile GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_OES_EGL_image GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
Size: 1920x1080
ColorBits: 32
DepthBits: 32
StencilBits: 8
isDoubleBuffered: true

*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE2)
[x] 3D (SSE2)
[x] 3D (3DNow)
ColourBits 32, ABits 8, ZBits 32

*** Looking for Render API Extensions ...
[-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[x] 'GL_ARB_multitexture' extension - Multitexturing.
[x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[-] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[-] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.

Maximum texture size : 16384
Maximum simultaneous textures :8
MaxAnisotropic (1.0 = none) : 16.000000
15 Splashscreens available.
BAT Version Info (from BAT.version file): IL-2 1946 · Battlefield-Airborne-Tactical · v3.5 · MUSKETEER
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
INTERNAL ERROR: Str2FloatClamp() - Clamped 600 -> 32 (delta = -568) to Range 0..32
INTERNAL ERROR: Can't open file '3DO/Effects/TEXTURES/JetSmoke.mat'
WARNING: object '3DO/Effects/TEXTURES/JetSmoke.mat' of class 'TMaterial' not loaded
No spawner for 'com.maddox.il2.objects.vehicles.stationary.Smoke$Smoke24'
No spawner for 'com.maddox.il2.objects.vehicles.stationary.Smoke$Smoke25'
No spawner for 'com.maddox.il2.objects.vehicles.stationary.Smoke$Smoke26'
No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$A_26B'
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 44100, num channels = 2.
Not enought hardware buffers (0), hardware disabled
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - disabled [buffers : 0]
Extensions  - enabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 16
Cannot open audio file samples/infinite 1

fps:361 avg:357 max:364 min:317 #fr:1710
fps:313 avg:340 max:364 min:308 #fr:3351
fps:354 avg:332 max:364 min:308 #fr:4947
fps:960 avg:409 max:996 min:54 #fr:8165
fps:521 avg:456 max:996 min:54 #fr:11388
fps:521 avg:467 max:996 min:54 #fr:14000
fps:520 avg:474 max:996 min:54 #fr:16601
fps:512 avg:477 max:996 min:54 #fr:19104
fps:616 avg:481 max:996 min:54 #fr:21644
fps:358 avg:491 max:996 min:54 #fr:24527
fps:314 avg:475 max:996 min:54 #fr:26124
fps:22 avg:457 max:996 min:22 #fr:27409
fps:149 avg:432 max:996 min:22 #fr:28081
fps:8 avg:408 max:996 min:8 #fr:28797
Loading mission single/nn/(      Play UberQuick Mission      )/20181123225445m43_01.mis...
Y=1940 / M=7 / H= 18 , Temperature - 0m = 21.0 .
Loading map.ini defined airfields:
PBuffer: suitable formats: 84

Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
PBuffer: suitable formats: 84

Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
Loading vertex/fragment programs: *1267461992*
*** Loading: [vpFogFar2Tex2D]
*** Loading: [vpFog2Tex2DBlend]
*** Loading: [vpFogFar4Tex2D]
*** Loading: [vpFogFar8Tex2D]
*** Loading: [vpFogNoTex]
*** Loading: [vpFog4Tex2D]
*** Loading: [vpFog4Tex2D_UV2]
*** Loading: [vp4Tex2D]
*** Loading: [vp6Tex2D]
*** Loading: [vpTexUVTex2D]
*** Loading: [vpWaterGrid_NV]
*** Loading: [vpWaterSunLight_NV]
*** Loading: [vpWaterSunLight_ATI]
*** Loading: [vpWaterSunLight_FP]
*** Loading: [vpTreeSprite]
*** Loading: [vpTreeTrunk]
*** Loading: [vpVAObjectsN]
*** Loading: [vpVAObjectsL0]
*** Loading: [vpSprites]
*** Loading: [vpSimpleGL]
*** Loading: [fpWaterSunLightFast]
*** Loading: [fpWaterSunLight]
*** Loading: [fpWaterSunLightBest]
*** Loading: [fpCoastBump]
*** Loading: [fpCoastFoam]
*** Loading: [fpCoastFoamFast]
*** Loading: [fpCoastFoamFarFogTex]
*** Loading: [fpCausticSimple]
*** Loading: [fpCaustic]
*** Loading: [fpSprites]
*** Loading: [fpObjectsL0]
*** Loading: [fpObjectsL0_2L]
*** Loading: [fpSimpleGL]
*** Loading: [fpNearLandFog]
*** Loading: [fpFarLandFog]
*** Loading: [fpRiverCoastAA]
*** Loading: [vpWaterDM_CPU]
*** Loading: [fpWaterDM_CPU]
*** Loading: [fpWaterDM_CPULo]
*** Loading: [fpWaterLFogDM]
*** Loading: [fpIceWater]
*** Loading: [fpNearNoBlend]
*** Loading: [fpNearNoBlendNoise]
*** Loading: [fpNearBlend]
*** Loading: [fpNearBlendNoise]
*** Loading: [fpFarBlend]
*** Loading: [fpForestPlane]
*** Loading: [fpForestPlaneNoise]
*** Loading: [fpForestPlaneEdges]
*** Loading: [fpForestPlaneEdgesNoise]
Load bridges
Load static objects
##### House without collision (3do/Trains/PRVZb_B/body.sim)
##### House without collision (3do/Buildings/Furniture/Sandbag_Wall/live.sim)
##### House without collision (3do/Buildings/Furniture/Sandbags_Round/live.sim)
fps:2 avg:378 max:996 min:1 #fr:28807
INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.il2.engine.BMPLoader.bmp8PalTo4TGA4(BMPLoader.java:362)
at com.maddox.il2.engine.BmpUtils.bmp8PalTo4TGA4(BmpUtils.java:73)
at com.maddox.il2.net.NetUser.tryPrepareSkin(NetUser.java:1581)
at com.maddox.il2.game.Mission.prepareSkinInWing(Mission.java:1122)
at com.maddox.il2.game.Mission.prepareSkinInWing(Mission.java:1102)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1089)
at com.maddox.il2.game.Mission._load(Mission.java:653)
at com.maddox.il2.game.Mission.access$600(Mission.java:123)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:409)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:422)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
INTERNAL ERROR: Can't open file 'PaintSchemes/Skins/P-38L/Default'
INTERNAL ERROR: Bitmap 'PaintSchemes/Skins/P-38L/Default' size: 0 != 512 | 1024
INTERNAL ERROR: Can't open file 'PaintSchemes/Pilots/Default'
WARNING: ****( Unexpected txr reload (tfNoDegradation): '3DO/Plane/TEXTURES/glass.tga'
fps:307 avg:363 max:996 min:1 #fr:29481
INTERNAL ERROR: Str2FloatClamp() - Clamped 4 -> 2 (delta = -2) to Range 0..2
ERROR file: File users/doe/Icons not found
Mission: single/nn/(      Play UberQuick Mission      )/20181123225445m43_01.mis is Playing
INTERNAL ERROR: Can't open file 'PaintSchemes/Pilots/Default'
INTERNAL ERROR: HierMesh: Can't find chunk 'Antenna'
Time overflow (0): speed 0.9063444
Time overflow (20): speed 0.53715307
fps:0 avg:346 max:996 min:0 #fr:30150
Time overflow (40): speed 0.6904488
Time overflow (60): speed 0.9202454
Time overflow (80): speed 0.7905138
Time overflow (100): speed 0.807537
Time overflow (120): speed 0.7556675
Time overflow (140): speed 0.82079345
Time overflow (160): speed 0.80213904
fps:1 avg:326 max:996 min:0 #fr:30157
Time overflow (180): speed 0.73619634
Time overflow (200): speed 0.7968128
Time overflow (220): speed 0.84745765
Time overflow (240): speed 0.82758623
Time overflow (260): speed 0.867052
Time overflow (280): speed 0.7968128
Time overflow (300): speed 0.79787236
fps:1 avg:308 max:996 min:0 #fr:30164
Time overflow (320): speed 0.8356546
Time overflow (340): speed 0.8415147
Time overflow (360): speed 0.83682007
Time overflow (380): speed 0.84388185
Time overflow (400): speed 0.7853403
Time overflow (420): speed 0.8287293
Time overflow (440): speed 0.7822686
fps:1 avg:293 max:996 min:0 #fr:30171
Time overflow (460): speed 0.8108108
Time overflow (480): speed 0.807537
Time overflow (500): speed 0.79787236
Time overflow (520): speed 0.795756
Time overflow (540): speed 0.7884363
Time overflow (560): speed 0.8
Time overflow (580): speed 0.7894737
fps:1 avg:279 max:996 min:0 #fr:30178
Time overflow (600): speed 0.794702
Time overflow (620): speed 0.811908
Time overflow (640): speed 0.77720207
Time overflow (660): speed 0.80106807
Time overflow (680): speed 0.74812967
Time overflow (700): speed 0.77021825
Time overflow (720): speed 0.7782101
fps:1 avg:266 max:996 min:0 #fr:30185
Time overflow (740): speed 0.79787236
Time overflow (760): speed 0.7853403
Time overflow (780): speed 0.794702
Time overflow (800): speed 0.79893476
Time overflow (820): speed 0.8152174
Time overflow (840): speed 0.78431374
Time overflow (860): speed 0.81411123
fps:1 avg:254 max:996 min:0 #fr:30192
Time overflow (880): speed 0.8097166
Time overflow (900): speed 0.78431374
Time overflow (920): speed 0.795756
Time overflow (940): speed 0.79893476
Time overflow (960): speed 0.77021825
Time overflow (980): speed 0.8321775
fps:9 avg:244 max:996 min:0 #fr:30201
fps:13 avg:235 max:996 min:0 #fr:30268
fps:20 avg:227 max:996 min:0 #fr:30377
fps:23 avg:219 max:996 min:0 #fr:30491
fps:1 avg:212 max:996 min:0 #fr:30564
Time overflow (1074): speed 0.8415147
Time overflow (1094): speed 0.8486563
Time overflow (1114): speed 0.84985834
Time overflow (1134): speed 0.84626234
Time overflow (1154): speed 0.85592014
Time overflow (1174): speed 0.85592014
Time overflow (1194): speed 0.84985834
Time overflow (1214): speed 0.8595989
fps:1 avg:204 max:996 min:0 #fr:30572
Time overflow (1234): speed 0.8356546
Time overflow (1254): speed 0.7352941
Time overflow (1274): speed 0.6651885
Time overflow (1294): speed 0.85227275
Time overflow (1314): speed 0.872093
Time overflow (1334): speed 0.8595989
Time overflow (1354): speed 0.85106385
fps:1 avg:197 max:996 min:0 #fr:30579
Time overflow (1374): speed 0.86083215
Time overflow (1394): speed 0.8415147
Time overflow (1414): speed 0.867052
Time overflow (1434): speed 0.84033614
Time overflow (1454): speed 0.84985834
Time overflow (1474): speed 0.8982036
Time overflow (1494): speed 0.89686096
Time overflow (1514): speed 0.9302326
fps:1 avg:190 max:996 min:0 #fr:30587
Time overflow (1534): speed 0.9230769
Time overflow (1554): speed 0.8797654
Time overflow (1574): speed 0.9118541
Time overflow (1594): speed 0.877193
Time overflow (1614): speed 0.86455333
Time overflow (1634): speed 0.84626234
Time overflow (1654): speed 0.85106385
Time overflow (1674): speed 0.84985834
fps:1 avg:184 max:996 min:0 #fr:30595
Time overflow (1694): speed 0.82417583
Time overflow (1714): speed 0.85714287
Time overflow (1734): speed 0.85106385
Time overflow (1754): speed 0.84033614
Time overflow (1774): speed 0.8415147
Time overflow (1794): speed 0.8321775
Time overflow (1814): speed 0.8733624
Time overflow (1834): speed 0.85592014
fps:1 avg:178 max:996 min:0 #fr:30603
Time overflow (1854): speed 0.85348505
Time overflow (1874): speed 0.867052
Time overflow (1894): speed 0.84626234
Time overflow (1914): speed 0.86083215
Time overflow (1934): speed 0.83916086
Time overflow (1954): speed 0.82758623
Time overflow (1974): speed 0.8683068
Time overflow (1994): speed 0.85470086
fps:1 avg:173 max:996 min:0 #fr:30611
Time overflow (2014): speed 0.82079345
Time overflow (2034): speed 0.8450704
Time overflow (2054): speed 0.84388185
Time overflow (2074): speed 0.872093
Time overflow (2094): speed 0.84033614
Time overflow (2114): speed 0.82304525
Time overflow (2134): speed 0.86206895
Time overflow (2154): speed 0.84745765
fps:1 avg:167 max:996 min:0 #fr:30619
Time overflow (2174): speed 0.8759124
Time overflow (2194): speed 0.83798885
Time overflow (2214): speed 0.83798885
Time overflow (2234): speed 0.84388185
Time overflow (2254): speed 0.83916086
Time overflow (2274): speed 0.8486563
Time overflow (2294): speed 0.8333333
Time overflow (2314): speed 0.86206895
fps:1 avg:162 max:996 min:0 #fr:30627
Time overflow (2334): speed 0.8264463
Time overflow (2354): speed 0.872093
Time overflow (2374): speed 0.8287293
Time overflow (2394): speed 0.84626234
Time overflow (2414): speed 0.8583691
Time overflow (2434): speed 0.85592014
Time overflow (2454): speed 0.85714287
Time overflow (2474): speed 0.83682007
fps:1 avg:157 max:996 min:0 #fr:30635
Time overflow (2494): speed 0.8152174
Time overflow (2514): speed 0.8321775
Time overflow (2534): speed 0.84388185
Time overflow (2554): speed 0.7672634
Time overflow (2574): speed 0.7556675
Time overflow (2594): speed 0.7371007
Time overflow (2614): speed 0.7556675
fps:1 avg:153 max:996 min:0 #fr:30642
Time overflow (2634): speed 0.7751938
Time overflow (2654): speed 0.77922076
Time overflow (2674): speed 0.75376886
Time overflow (2694): speed 0.7712082
Time overflow (2714): speed 0.8264463
Time overflow (2734): speed 0.8595989
Time overflow (2754): speed 0.82079345
fps:1 avg:149 max:996 min:0 #fr:30649
Time overflow (2774): speed 0.8287293
Time overflow (2794): speed 0.8032129
Time overflow (2814): speed 0.8321775
Time overflow (2834): speed 0.8450704
Time overflow (2854): speed 0.88105726
Time overflow (2874): speed 0.84626234
Time overflow (2894): speed 0.872093
Time overflow (2914): speed 0.85592014
fps:1 avg:145 max:996 min:0 #fr:30657
Time overflow (2934): speed 0.8902077
Time overflow (2954): speed 0.8321775
Time overflow (2974): speed 0.85227275
Time overflow (2994): speed 0.877193
Time overflow (3014): speed 0.8759124
Time overflow (3034): speed 0.85592014
Time overflow (3054): speed 0.8321775
Time overflow (3074): speed 0.7915567
fps:1 avg:142 max:996 min:0 #fr:30665
Time overflow (3094): speed 0.83682007
Time overflow (3114): speed 0.86083215
Time overflow (3134): speed 0.8759124
Time overflow (3154): speed 0.88235295
Time overflow (3174): speed 0.8321775
Time overflow (3194): speed 0.85227275
Time overflow (3214): speed 0.82758623
Time overflow (3234): speed 0.8032129
fps:1 avg:138 max:996 min:0 #fr:30673
Time overflow (3254): speed 0.75
Time overflow (3274): speed 0.7633588
Time overflow (3294): speed 0.811908
Time overflow (3314): speed 0.82191783
Time overflow (3334): speed 0.81855386
Time overflow (3354): speed 0.8298755
Time overflow (3374): speed 0.8097166
fps:1 avg:135 max:996 min:0 #fr:30680
Time overflow (3394): speed 0.81411123
Time overflow (3414): speed 0.81632656
Time overflow (3434): speed 0.8032129
Time overflow (3454): speed 0.84388185
Time overflow (3474): speed 0.8264463
Time overflow (3494): speed 0.83916086
Time overflow (3514): speed 0.8298755
fps:1 avg:132 max:996 min:0 #fr:30687
Time overflow (3534): speed 0.8287293
Time overflow (3554): speed 0.84033614
Time overflow (3574): speed 0.8344923
Time overflow (3594): speed 0.8287293
Time overflow (3614): speed 0.82079345
Time overflow (3634): speed 0.8097166
Time overflow (3654): speed 0.8287293
fps:1 avg:129 max:996 min:0 #fr:30694
Time overflow (3674): speed 0.81411123
Time overflow (3694): speed 0.86083215
Time overflow (3714): speed 0.8333333
Time overflow (3734): speed 0.8108108
Time overflow (3754): speed 0.85714287
Time overflow (3774): speed 0.80536914
Time overflow (3794): speed 0.85348505
fps:1 avg:126 max:996 min:0 #fr:30701
Time overflow (3814): speed 0.82191783
Time overflow (3834): speed 0.8333333
fps:324 avg:129 max:996 min:0 #fr:31956
fps:306 avg:130 max:996 min:0 #fr:32997
fps:304 avg:134 max:996 min:0 #fr:34536
fps:309 avg:137 max:996 min:0 #fr:35962
fps:312 avg:140 max:996 min:0 #fr:37505
fps:33 avg:142 max:996 min:0 #fr:38884
Loading mission single/de/Bf-109E7Z/(ud)Bf109E7z.mis...
Y=1940 / M=4 / H= 9 , Temperature - 0m = 13.0 .
Loading map.ini defined airfields:
WARNING: ObjectVACache_Clear()
WARNING: * Buf0 : Obj: 265,  Vert 12334,  Ind 33615
WARNING: * Buf1 : Obj: 1191,  Vert 226804,  Ind 427146
WARNING: * Buf2 : Obj: 93,  Vert 47996,  Ind 84270
PBuffer: suitable formats: 84

Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
PBuffer: suitable formats: 84

Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
Loading vertex/fragment programs: *1267461992*
*** Loading: [vpFogFar2Tex2D]
*** Loading: [vpFog2Tex2DBlend]
*** Loading: [vpFogFar4Tex2D]
*** Loading: [vpFogFar8Tex2D]
*** Loading: [vpFogNoTex]
*** Loading: [vpFog4Tex2D]
*** Loading: [vpFog4Tex2D_UV2]
*** Loading: [vp4Tex2D]
*** Loading: [vp6Tex2D]
*** Loading: [vpTexUVTex2D]
*** Loading: [vpWaterGrid_NV]
*** Loading: [vpWaterSunLight_NV]
*** Loading: [vpWaterSunLight_ATI]
*** Loading: [vpWaterSunLight_FP]
*** Loading: [vpTreeSprite]
*** Loading: [vpTreeTrunk]
*** Loading: [vpVAObjectsN]
*** Loading: [vpVAObjectsL0]
*** Loading: [vpSprites]
*** Loading: [vpSimpleGL]
*** Loading: [fpWaterSunLightFast]
*** Loading: [fpWaterSunLight]
*** Loading: [fpWaterSunLightBest]
*** Loading: [fpCoastBump]
*** Loading: [fpCoastFoam]
*** Loading: [fpCoastFoamFast]
*** Loading: [fpCoastFoamFarFogTex]
*** Loading: [fpCausticSimple]
*** Loading: [fpCaustic]
*** Loading: [fpSprites]
*** Loading: [fpObjectsL0]
*** Loading: [fpObjectsL0_2L]
*** Loading: [fpSimpleGL]
*** Loading: [fpNearLandFog]
*** Loading: [fpFarLandFog]
*** Loading: [fpRiverCoastAA]
*** Loading: [vpWaterDM_CPU]
*** Loading: [fpWaterDM_CPU]
*** Loading: [fpWaterDM_CPULo]
*** Loading: [fpWaterLFogDM]
*** Loading: [fpIceWater]
*** Loading: [fpNearNoBlend]
*** Loading: [fpNearNoBlendNoise]
*** Loading: [fpNearBlend]
*** Loading: [fpNearBlendNoise]
*** Loading: [fpFarBlend]
*** Loading: [fpForestPlane]
*** Loading: [fpForestPlaneNoise]
*** Loading: [fpForestPlaneEdges]
*** Loading: [fpForestPlaneEdgesNoise]
fps:0 avg:140 max:996 min:0 #fr:39284
Load bridges
Load static objects
##### House without collision (3do/Buildings/England/jetty1/live.sim)
##### House without collision (3do/Buildings/England/jetty2/live.sim)
##### House without collision (3do/Buildings/Reichstag_center_new/mono.sim)
##### House without collision (3do/Buildings/Reichstag_left_new/mono.sim)
##### House without collision (3do/Buildings/Reichstag_right_new/mono.sim)
##### House without collision (3do/Buildings/Port/Floor/live.sim)
##### House without collision (3do/Buildings/Russia/Kiev/Hangar_typeG/live.sim)
##### House without collision (3do/Buildings/England/signpost/live.sim)
fps:0 avg:135 max:996 min:0 #fr:39290
INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.il2.engine.BMPLoader.bmp8PalTo4TGA4(BMPLoader.java:362)
at com.maddox.il2.engine.BmpUtils.bmp8PalTo4TGA4(BmpUtils.java:73)
at com.maddox.il2.net.NetUser.tryPrepareSkin(NetUser.java:1581)
at com.maddox.il2.game.Mission.prepareSkinInWing(Mission.java:1122)
at com.maddox.il2.game.Mission.prepareSkinInWing(Mission.java:1102)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1089)
at com.maddox.il2.game.Mission._load(Mission.java:653)
at com.maddox.il2.game.Mission.access$600(Mission.java:123)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:409)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:422)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
INTERNAL ERROR: Can't open file 'PaintSchemes/Skins/Bf-109E-7Z/Default'
INTERNAL ERROR: Bitmap 'PaintSchemes/Skins/Bf-109E-7Z/Default' size: 0 != 512 | 1024
INTERNAL ERROR: Can't open file 'PaintSchemes/Pilots/Default'
fps:3 avg:133 max:996 min:0 #fr:39300
ERROR file: File users/doe/Icons not found
Mission: single/de/Bf-109E7Z/(ud)Bf109E7z.mis is Playing
INTERNAL ERROR: Can't open file 'PaintSchemes/Pilots/Default'
fps:21 avg:131 max:996 min:0 #fr:39437
fps:18 avg:129 max:996 min:0 #fr:39537
fps:29 avg:127 max:996 min:0 #fr:39666
fps:65 avg:126 max:996 min:0 #fr:39870
fps:64 avg:125 max:996 min:0 #fr:40182
fps:18 avg:124 max:996 min:0 #fr:40395
fps:30 avg:122 max:996 min:0 #fr:40527
fps:96 avg:121 max:996 min:0 #fr:40758
fps:22 avg:120 max:996 min:0 #fr:41105
fps:89 avg:120 max:996 min:0 #fr:41455
fps:20 avg:118 max:996 min:0 #fr:41677
fps:69 avg:120 max:996 min:0 #fr:43026
fps:354 avg:123 max:996 min:0 #fr:44635
[Nov 24, 2018 6:02:19 AM] -------------- END log session -------------
Logged
Best Regards, UberDemon/danzigzag, Get UQMG at SAS BAT Mission area.  www.uberdemon.net no longer exists.

Vampire_pilot

  • member
  • Offline Offline
  • Posts: 7989

hey UberDemon

Indeed the ground object management in the deep deep belly of BAT is currently under close observation. But the task is tedious, it's dark, wet and unfriendly down there... I hope something comes of it in the future, it's a main focus but a longer shot.

My personal suspicion is that trigger happy integration of ground object related eye candy mods may have worsened the situation in the past.

Flying H

  • member
  • Offline Offline
  • Posts: 1327
  • "And you can fly, high as a kite if you want to..

I see one strange line; DepthBits: 32, in my conf.ini DepthBits:24! I´m running the game in width=3840 height=2160 and I have usually 45 - 60 fps from my 960Ti GPU!
Logged
And you can fly, high as a kite, if you want to.........

Vampire_pilot

  • member
  • Offline Offline
  • Posts: 7989

I also have it set to 24, never have seen it on 32.
Maybe optimizing the conf.ini could be a way to tackle a problem that's not reproducible on everyone's side after all.

huudi

  • member
  • Offline Offline
  • Posts: 26

Ground objects & FPS. A favourite mission of mine is Luftwaffe/109/mission 4, this I first found in an early il2 demo, it exists in original form in the 'stock' game and with changes in BAT, it's a good quick flight or scrap mission when bored.
The point is that when on the runway in BAT I look around to the right and see parked aircraft & vehicles at ~60 FPS but when I look left there are fewer objects and FPS drops to ~15. Why? I concluded eventually that the computer is seeing what the eye cannot, to my left, out of sight is Sevastopol with lots of objects and the AI has the recorded their position/shape/size etc even though there is nothing to display. This problem must get worse with every improved map also does the AI have an advantage in mission? see through ground & clouds? If we could stop this recording of objects which are 'out of sight(BVR)' then it should be a boost to FPS.
Logged

UberDemon

  • UberDemon/danzigzag
  • Modder
  • member
  • Offline Offline
  • Posts: 1190

Flying H,

Man, you got my hopes up, but nothing, changed it to 24 bits as recommended.  You can check my log below.  The moments of high FPS was when I paused the mission to take a look through an external camera, but when running, fps=1, even when I look from the bottom of the plane up in external camera just to see if displaying sky side would improve it.

Vampire, thank you for checking.  With a few planes and virtually nothing on the ground I get better performance as well.  Although I enjoy the additional ground content, I really would like to enjoy the newer plane content without competing resources, this being a flight sim and all, but it seems I am a minority here (having the severe problems I am having, that is), so I appreciate whatever further analysis ya’ll can do.  I understand this is all a work of passion and time is a premium.  I’ll keep checking hoping that in the future, maybe the ground content can be a separate addition, or perhaps having the better graphics and eye candy can be an option (that is, new objects for mission compatibility, but intense graphical updates as a separate option).

Huudi, you are probably right, but this may be a deeper function of the IL-2 engine itself, and harder to change.  Berlin missions for example, are thoroughly un-enjoyable if you are flying over Berlin proper and you glance at the ground… severe drop in FPS… this has been an issue since it was first introduced.  Not sure if there is a way to optimize what is not seen the way you mentioned.  That is up to the crack up team of programmers here.

Again, thank you all for the help and I’ll keep checking and installing the BAT updates with a hope of improvement in my machine in the future.  I still have plenty of fun with the Stock version with Daidalos updates and SAS modact.

Code: [Select]
[Nov 25, 2018 9:31:54 PM] ------------ BEGIN log session -------------
Command not found: fps START SHOW
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: ATI Technologies Inc.
  Render: AMD Radeon(TM) RX 560 Series
  Version: 4.5.13541 Compatibility Profile Context 24.20.13019.1008
  Extensions: GL_AMDX_debug_output GL_AMD_blend_minmax_factor GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_framebuffer_sample_positions GL_AMD_gcn_shader GL_AMD_gpu_shader_half_float GL_AMD_gpu_shader_int16 GL_AMD_gpu_shader_int64 GL_AMD_interleaved_elements GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_occlusion_query_event GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_atomic_counter_ops GL_AMD_shader_stencil_export GL_AMD_shader_stencil_value_export GL_AMD_shader_trace GL_AMD_shader_trinary_minmax GL_AMD_sparse_texture GL_AMD_sparse_texture_pool GL_AMD_stencil_operation_extended GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_transform_feedback4 GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conditional_render_inverted GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_semaphore GL_EXT_semaphore_win32 GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_bptc GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_parallel_shader_compile GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_OES_EGL_image GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
Size: 1920x1080
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true

*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE2)
[x] 3D (SSE2)
[x] 3D (3DNow)
ColourBits 32, ABits 8, ZBits 24

*** Looking for Render API Extensions ...
[-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[x] 'GL_ARB_multitexture' extension - Multitexturing.
[x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[-] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[-] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.

Maximum texture size : 16384
Maximum simultaneous textures :8
MaxAnisotropic (1.0 = none) : 16.000000
15 Splashscreens available.
BAT Version Info (from BAT.version file): IL-2 1946 · Battlefield-Airborne-Tactical · v3.5 · MUSKETEER
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
INTERNAL ERROR: Str2FloatClamp() - Clamped 600 -> 32 (delta = -568) to Range 0..32
INTERNAL ERROR: Can't open file '3DO/Effects/TEXTURES/JetSmoke.mat'
WARNING: object '3DO/Effects/TEXTURES/JetSmoke.mat' of class 'TMaterial' not loaded
No spawner for 'com.maddox.il2.objects.vehicles.stationary.Smoke$Smoke24'
No spawner for 'com.maddox.il2.objects.vehicles.stationary.Smoke$Smoke25'
No spawner for 'com.maddox.il2.objects.vehicles.stationary.Smoke$Smoke26'
No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$A_26B'
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 44100, num channels = 2.
Not enought hardware buffers (0), hardware disabled
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - disabled [buffers : 0]
Extensions  - enabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 16
Cannot open audio file samples/infinite 1

fps:317 avg:323 max:360 min:187 #fr:1569
fps:312 avg:318 max:360 min:187 #fr:3146
fps:316 avg:316 max:360 min:187 #fr:4708
fps:317 avg:316 max:360 min:187 #fr:6293
fps:24 avg:298 max:360 min:24 #fr:7435
fps:1 avg:269 max:360 min:1 #fr:8249
Loading mission single/nn/(      Play UberQuick Mission      )/20181125153004m43_01.mis...
Y=1940 / M=7 / H= 18 , Temperature - 0m = 21.0 .
Loading map.ini defined airfields:
PBuffer: suitable formats: 84

Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
PBuffer: suitable formats: 84

Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
Loading vertex/fragment programs: *702541672*
*** Loading: [vpFogFar2Tex2D]
*** Loading: [vpFog2Tex2DBlend]
*** Loading: [vpFogFar4Tex2D]
*** Loading: [vpFogFar8Tex2D]
*** Loading: [vpFogNoTex]
*** Loading: [vpFog4Tex2D]
*** Loading: [vpFog4Tex2D_UV2]
*** Loading: [vp4Tex2D]
*** Loading: [vp6Tex2D]
*** Loading: [vpTexUVTex2D]
*** Loading: [vpWaterGrid_NV]
*** Loading: [vpWaterSunLight_NV]
*** Loading: [vpWaterSunLight_ATI]
*** Loading: [vpWaterSunLight_FP]
*** Loading: [vpTreeSprite]
*** Loading: [vpTreeTrunk]
*** Loading: [vpVAObjectsN]
*** Loading: [vpVAObjectsL0]
*** Loading: [vpSprites]
*** Loading: [vpSimpleGL]
*** Loading: [fpWaterSunLightFast]
*** Loading: [fpWaterSunLight]
*** Loading: [fpWaterSunLightBest]
*** Loading: [fpCoastBump]
*** Loading: [fpCoastFoam]
*** Loading: [fpCoastFoamFast]
*** Loading: [fpCoastFoamFarFogTex]
*** Loading: [fpCausticSimple]
*** Loading: [fpCaustic]
*** Loading: [fpSprites]
*** Loading: [fpObjectsL0]
*** Loading: [fpObjectsL0_2L]
*** Loading: [fpSimpleGL]
*** Loading: [fpNearLandFog]
*** Loading: [fpFarLandFog]
*** Loading: [fpRiverCoastAA]
*** Loading: [vpWaterDM_CPU]
*** Loading: [fpWaterDM_CPU]
*** Loading: [fpWaterDM_CPULo]
*** Loading: [fpWaterLFogDM]
*** Loading: [fpIceWater]
*** Loading: [fpNearNoBlend]
*** Loading: [fpNearNoBlendNoise]
*** Loading: [fpNearBlend]
*** Loading: [fpNearBlendNoise]
*** Loading: [fpFarBlend]
*** Loading: [fpForestPlane]
*** Loading: [fpForestPlaneNoise]
*** Loading: [fpForestPlaneEdges]
*** Loading: [fpForestPlaneEdgesNoise]
fps:0 avg:231 max:360 min:0 #fr:8253
Load bridges
Load static objects
##### House without collision (3do/Trains/PRVZb_B/body.sim)
##### House without collision (3do/Buildings/Furniture/Sandbag_Wall/live.sim)
##### House without collision (3do/Buildings/Furniture/Sandbags_Round/live.sim)
INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.il2.engine.BMPLoader.bmp8PalTo4TGA4(BMPLoader.java:362)
at com.maddox.il2.engine.BmpUtils.bmp8PalTo4TGA4(BmpUtils.java:73)
at com.maddox.il2.net.NetUser.tryPrepareSkin(NetUser.java:1581)
at com.maddox.il2.game.Mission.prepareSkinInWing(Mission.java:1122)
at com.maddox.il2.game.Mission.prepareSkinInWing(Mission.java:1102)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1089)
at com.maddox.il2.game.Mission._load(Mission.java:653)
at com.maddox.il2.game.Mission.access$600(Mission.java:123)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:409)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:422)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
INTERNAL ERROR: Can't open file 'PaintSchemes/Skins/P-38L/Default'
INTERNAL ERROR: Bitmap 'PaintSchemes/Skins/P-38L/Default' size: 0 != 512 | 1024
INTERNAL ERROR: Can't open file 'PaintSchemes/Pilots/Default'
fps:1 avg:195 max:360 min:0 #fr:8263
WARNING: ****( Unexpected txr reload (tfNoDegradation): '3DO/Plane/TEXTURES/glass.tga'
fps:1 avg:174 max:360 min:0 #fr:8315
fps:29 avg:169 max:596 min:0 #fr:8933
fps:191 avg:164 max:601 min:0 #fr:9475
INTERNAL ERROR: Str2FloatClamp() - Clamped 4 -> 2 (delta = -2) to Range 0..2
ERROR file: File users/doe/Icons not found
Mission: single/nn/(      Play UberQuick Mission      )/20181125153004m43_01.mis is Playing
INTERNAL ERROR: Can't open file 'PaintSchemes/Pilots/Default'
INTERNAL ERROR: HierMesh: Can't find chunk 'Antenna'
Time overflow (0): speed 0.80213904
Time overflow (20): speed 0.5244755
fps:0 avg:150 max:601 min:0 #fr:9602
Time overflow (40): speed 0.7009346
Time overflow (60): speed 0.95087165
Time overflow (80): speed 0.8152174
Time overflow (100): speed 0.8415147
Time overflow (120): speed 0.8152174
Time overflow (140): speed 0.9230769
Time overflow (160): speed 0.86206895
fps:1 avg:140 max:601 min:0 #fr:9609
Time overflow (180): speed 0.8356546
Time overflow (200): speed 0.81411123
Time overflow (220): speed 0.85592014
Time overflow (240): speed 0.8333333
Time overflow (260): speed 0.8287293
Time overflow (280): speed 0.8253095
Time overflow (300): speed 0.84388185
fps:1 avg:130 max:601 min:0 #fr:9616
Time overflow (320): speed 0.8486563
Time overflow (340): speed 0.84745765
Time overflow (360): speed 0.86206895
Time overflow (380): speed 0.88105726
Time overflow (400): speed 0.85714287
Time overflow (420): speed 0.9063444
Time overflow (440): speed 0.85714287
fps:3 avg:122 max:601 min:0 #fr:9624
fps:13 avg:115 max:601 min:0 #fr:9695
fps:14 avg:110 max:601 min:0 #fr:9767
fps:22 avg:105 max:601 min:0 #fr:9863
fps:26 avg:100 max:601 min:0 #fr:9986
fps:25 avg:97 max:601 min:0 #fr:10124
fps:26 avg:94 max:601 min:0 #fr:10250
fps:33 avg:91 max:601 min:0 #fr:10457
fps:8 avg:89 max:601 min:0 #fr:10603
fps:5 avg:85 max:601 min:0 #fr:10637
fps:12 avg:82 max:601 min:0 #fr:10684
fps:84 avg:81 max:601 min:0 #fr:10971
fps:29 avg:80 max:601 min:0 #fr:11184
WARNING: Clear VBuf 261806
WARNING: Clear IBuf 479007
fps:45 avg:78 max:601 min:0 #fr:11310
fps:19 avg:76 max:601 min:0 #fr:11452
fps:21 avg:74 max:601 min:0 #fr:11556
fps:21 avg:73 max:601 min:0 #fr:11670
fps:25 avg:71 max:601 min:0 #fr:11789
Time overflow (592): speed 0.93167704
fps:1 avg:69 max:601 min:0 #fr:11812
Time overflow (612): speed 0.9259259
Time overflow (632): speed 0.9202454
Time overflow (652): speed 0.9230769
Time overflow (672): speed 0.9160305
Time overflow (692): speed 0.9049774
Time overflow (712): speed 0.9302326
Time overflow (732): speed 0.89686096
Time overflow (752): speed 0.9433962
fps:1 avg:67 max:601 min:0 #fr:11820
Time overflow (772): speed 0.9104704
Time overflow (792): speed 0.9160305
Time overflow (812): speed 0.9009009
Time overflow (832): speed 0.921659
Time overflow (852): speed 0.927357
Time overflow (872): speed 0.90909094
Time overflow (892): speed 0.913242
Time overflow (912): speed 0.9419152
fps:1 avg:65 max:601 min:0 #fr:11828
Time overflow (932): speed 0.8995502
Time overflow (952): speed 0.93457943
Time overflow (972): speed 0.88626295
Time overflow (992): speed 0.8995502
Time overflow (1012): speed 0.9259259
Time overflow (1032): speed 0.9049774
Time overflow (1052): speed 0.9188361
Time overflow (1072): speed 0.8995502
fps:1 avg:63 max:601 min:0 #fr:11836
Time overflow (1092): speed 0.90361446
Time overflow (1112): speed 0.95087165
Time overflow (1132): speed 0.88365245
Time overflow (1152): speed 0.93457943
Time overflow (1172): speed 0.88757396
Time overflow (1192): speed 0.9259259
Time overflow (1212): speed 0.9493671
Time overflow (1232): speed 0.921659
fps:1 avg:62 max:601 min:0 #fr:11844
Time overflow (1252): speed 0.8888889
Time overflow (1272): speed 0.90771556
Time overflow (1292): speed 0.9230769
Time overflow (1312): speed 0.9302326
Time overflow (1332): speed 0.9049774
Time overflow (1352): speed 0.927357
Time overflow (1372): speed 0.89285713
Time overflow (1392): speed 0.88235295
fps:1 avg:60 max:601 min:0 #fr:11852
Time overflow (1412): speed 0.9104704
Time overflow (1432): speed 0.88626295
Time overflow (1452): speed 0.88105726
Time overflow (1472): speed 0.89153045
Time overflow (1492): speed 0.8733624
Time overflow (1512): speed 0.93167704
Time overflow (1532): speed 0.88365245
Time overflow (1552): speed 0.9104704
fps:1 avg:58 max:601 min:0 #fr:11860
Time overflow (1572): speed 0.9063444
Time overflow (1592): speed 0.90225565
Time overflow (1612): speed 0.9174312
Time overflow (1632): speed 0.8902077
Time overflow (1652): speed 0.8888889
Time overflow (1672): speed 0.90909094
Time overflow (1692): speed 0.8152174
Time overflow (1712): speed 0.9302326
fps:1 avg:57 max:601 min:0 #fr:11868
Time overflow (1732): speed 0.88365245
Time overflow (1752): speed 0.9188361
Time overflow (1772): speed 0.933126
Time overflow (1792): speed 0.8797654
Time overflow (1812): speed 0.913242
Time overflow (1832): speed 0.89285713
Time overflow (1852): speed 0.86580086
Time overflow (1872): speed 0.88235295
fps:1 avg:56 max:601 min:0 #fr:11876
Time overflow (1892): speed 0.8344923
Time overflow (1912): speed 0.9063444
Time overflow (1932): speed 0.8733624
Time overflow (1952): speed 0.90361446
Time overflow (1972): speed 0.89285713
Time overflow (1992): speed 0.8902077
Time overflow (2012): speed 0.8595989
Time overflow (2032): speed 0.82758623
fps:1 avg:54 max:601 min:0 #fr:11884
Time overflow (2052): speed 0.90225565
Time overflow (2072): speed 0.9063444
Time overflow (2092): speed 0.88105726
Time overflow (2112): speed 0.93167704
Time overflow (2132): speed 0.8759124
Time overflow (2152): speed 0.89285713
Time overflow (2172): speed 0.90225565
Time overflow (2192): speed 0.90771556
fps:1 avg:53 max:601 min:0 #fr:11892
Time overflow (2212): speed 0.88105726
Time overflow (2232): speed 0.9569378
Time overflow (2252): speed 0.88365245
Time overflow (2272): speed 0.8995502
Time overflow (2292): speed 0.8888889
Time overflow (2312): speed 0.91463417
Time overflow (2332): speed 0.89153045
Time overflow (2352): speed 0.9174312
fps:1 avg:52 max:601 min:0 #fr:11900
Time overflow (2372): speed 0.89153045
Time overflow (2392): speed 0.84985834
Time overflow (2412): speed 0.8982036
Time overflow (2432): speed 0.9230769
Time overflow (2452): speed 0.85106385
Time overflow (2472): speed 0.9569378
Time overflow (2492): speed 0.85227275
Time overflow (2512): speed 0.9104704
fps:1 avg:51 max:601 min:0 #fr:11908
Time overflow (2532): speed 0.9174312
Time overflow (2552): speed 0.88105726
Time overflow (2572): speed 0.90225565
Time overflow (2592): speed 0.8995502
Time overflow (2612): speed 0.88105726
Time overflow (2632): speed 0.872093
Time overflow (2652): speed 0.867052
Time overflow (2672): speed 0.9049774
fps:1 avg:49 max:601 min:0 #fr:11916
Time overflow (2692): speed 0.8683068
Time overflow (2712): speed 0.9009009
Time overflow (2732): speed 0.8683068
Time overflow (2752): speed 0.8746356
Time overflow (2772): speed 0.9104704
Time overflow (2792): speed 0.85592014
Time overflow (2812): speed 0.87847733
Time overflow (2832): speed 0.90225565
fps:1 avg:48 max:601 min:0 #fr:11924
Time overflow (2852): speed 0.86206895
Time overflow (2872): speed 0.8995502
Time overflow (2892): speed 0.85592014
Time overflow (2912): speed 0.86206895
Time overflow (2932): speed 0.8683068
Time overflow (2952): speed 0.8746356
Time overflow (2972): speed 0.84745765
Time overflow (2992): speed 0.8759124
fps:1 avg:47 max:601 min:0 #fr:11932
Time overflow (3012): speed 0.82758623
Time overflow (3032): speed 0.8995502
Time overflow (3052): speed 0.85106385
Time overflow (3072): speed 0.7884363
Time overflow (3092): speed 0.867052
Time overflow (3112): speed 0.8450704
Time overflow (3132): speed 0.86580086
Time overflow (3152): speed 0.8759124
fps:1 avg:46 max:601 min:0 #fr:11940
Time overflow (3172): speed 0.83682007
Time overflow (3192): speed 0.87082726
Time overflow (3212): speed 0.85470086
Time overflow (3232): speed 0.81855386
Time overflow (3252): speed 0.85106385
Time overflow (3272): speed 0.84985834
Time overflow (3292): speed 0.872093
Time overflow (3312): speed 0.85714287
fps:1 avg:45 max:601 min:0 #fr:11948
Time overflow (3332): speed 0.85227275
Time overflow (3352): speed 0.85227275
Time overflow (3372): speed 0.8633093
Time overflow (3392): speed 0.8797654
Time overflow (3412): speed 0.85714287
Time overflow (3432): speed 0.84033614
Time overflow (3452): speed 0.8287293
Time overflow (3472): speed 0.867052
fps:1 avg:44 max:601 min:0 #fr:11956
Time overflow (3492): speed 0.8450704
Time overflow (3512): speed 0.8683068
Time overflow (3532): speed 0.84626234
Time overflow (3552): speed 0.85227275
Time overflow (3572): speed 0.8450704
Time overflow (3592): speed 0.8595989
Time overflow (3612): speed 0.8583691
Time overflow (3632): speed 0.86206895
fps:1 avg:43 max:601 min:0 #fr:11964
Time overflow (3652): speed 0.85592014
Time overflow (3672): speed 0.86455333
warning: no files : music/inflight
Time overflow (3692): speed 0.8415147
Time overflow (3712): speed 0.867052
Time overflow (3732): speed 0.8683068
Time overflow (3752): speed 0.8486563
Time overflow (3772): speed 0.85106385
Time overflow (3792): speed 0.90771556
fps:1 avg:43 max:601 min:0 #fr:11972
Time overflow (3812): speed 0.8415147
Time overflow (3832): speed 0.867052
Time overflow (3852): speed 0.8746356
Time overflow (3872): speed 0.8955224
Time overflow (3892): speed 0.84626234
Time overflow (3912): speed 0.8695652
Time overflow (3932): speed 0.8746356
Time overflow (3952): speed 0.877193
fps:1 avg:42 max:601 min:0 #fr:11980
Time overflow (3972): speed 0.867052
Time overflow (3992): speed 0.8995502
Time overflow (4012): speed 0.8995502
Time overflow (4032): speed 0.9104704
Time overflow (4052): speed 0.9360374
Time overflow (4072): speed 0.87847733
Time overflow (4092): speed 0.9049774
Time overflow (4112): speed 0.9202454
fps:1 avg:41 max:601 min:0 #fr:11988
Time overflow (4132): speed 0.90771556
Time overflow (4152): speed 0.96
Time overflow (4172): speed 0.90909094
Time overflow (4192): speed 0.9360374
Time overflow (4212): speed 0.9389671
Time overflow (4232): speed 0.90909094
Time overflow (4252): speed 0.9360374
Time overflow (4272): speed 0.90771556
fps:1 avg:40 max:601 min:0 #fr:11996
Time overflow (4292): speed 0.9104704
Time overflow (4312): speed 0.9389671
Time overflow (4332): speed 0.90361446
Time overflow (4352): speed 0.9661836
Time overflow (4372): speed 0.9104704
Time overflow (4392): speed 0.9174312
Time overflow (4412): speed 0.9202454
Time overflow (4432): speed 0.927357
fps:1 avg:40 max:601 min:0 #fr:12004
Time overflow (4452): speed 0.9244992
Time overflow (4472): speed 0.9244992
Time overflow (4492): speed 0.9259259
Time overflow (4512): speed 0.94043887
Time overflow (4532): speed 0.8759124
Time overflow (4552): speed 0.8759124
Time overflow (4572): speed 0.85592014
Time overflow (4592): speed 0.877193
fps:1 avg:39 max:601 min:0 #fr:12012
Time overflow (4612): speed 0.95087165
Time overflow (4632): speed 0.921659
Time overflow (4652): speed 0.9360374
Time overflow (4672): speed 0.9375
Time overflow (4692): speed 0.933126
Time overflow (4712): speed 0.9661836
Time overflow (4732): speed 0.8152174
Time overflow (4752): speed 0.9160305
fps:1 avg:38 max:601 min:0 #fr:12020
Time overflow (4772): speed 0.921659
Time overflow (4792): speed 0.91463417
Time overflow (4812): speed 0.8174387
Time overflow (4832): speed 0.86580086
Time overflow (4852): speed 0.90771556
Time overflow (4872): speed 0.9584665
Time overflow (4892): speed 0.8888889
Time overflow (4912): speed 0.9389671
fps:1 avg:38 max:601 min:0 #fr:12028
Time overflow (4932): speed 0.8955224
Time overflow (4952): speed 0.9584665
Time overflow (4972): speed 0.9569378
Time overflow (4992): speed 0.9419152
Time overflow (5012): speed 0.9708738
Time overflow (5032): speed 0.9375
Time overflow (5052): speed 0.9584665
fps:1 avg:37 max:601 min:0 #fr:12036
Time overflow (5093): speed 0.867052
Time overflow (5113): speed 0.9493671
Time overflow (5133): speed 0.9448819
Time overflow (5153): speed 0.9538951
Time overflow (5173): speed 0.97402596
Time overflow (5193): speed 0.9478673
Time overflow (5213): speed 0.96
Time overflow (5233): speed 0.9852217
fps:1 avg:37 max:601 min:0 #fr:12044
Time overflow (5253): speed 0.927357
Time overflow (5273): speed 0.9661836
Time overflow (5293): speed 0.9202454
Time overflow (5313): speed 0.9933775
Time overflow (5333): speed 0.95238096
Time overflow (5353): speed 0.9244992
Time overflow (5373): speed 0.9708738
Time overflow (5393): speed 0.9375
fps:1 avg:36 max:601 min:0 #fr:12052
Time overflow (5413): speed 0.9493671
Time overflow (5433): speed 0.99502486
Time overflow (5453): speed 0.933126
Time overflow (5493): speed 0.9463722
Time overflow (5513): speed 0.95238096
Time overflow (5554): speed 0.913242
Time overflow (5574): speed 0.99502486
fps:1 avg:35 max:601 min:0 #fr:12061
Time overflow (5594): speed 0.955414
Time overflow (5614): speed 0.96463025
Time overflow (5655): speed 0.89285713
Time overflow (5675): speed 0.9983361
Time overflow (5716): speed 0.9360374
Time overflow (5736): speed 0.990099
fps:0 avg:35 max:601 min:0 #fr:12067
fps:1 avg:34 max:601 min:0 #fr:12075
fps:1 avg:34 max:601 min:0 #fr:12084
Time overflow (6229): speed 0.9287926
Time overflow (6249): speed 0.9933775
fps:450 avg:34 max:601 min:0 #fr:12292
fps:2 avg:37 max:601 min:0 #fr:13707
[Nov 25, 2018 9:38:55 PM] -------------- END log session -------------
Logged
Best Regards, UberDemon/danzigzag, Get UQMG at SAS BAT Mission area.  www.uberdemon.net no longer exists.

Vampire_pilot

  • member
  • Offline Offline
  • Posts: 7989

Quote
Berlin missions for example, are thoroughly un-enjoyable if you are flying over Berlin proper and you glance at the ground… severe drop in FPS… this has been an issue since it was first introduced.

however, it has to be pointed out again that whatever you experience, UberDemon, is not representative for everyone. It is not reproducible at all or not in the severity you describe it. That's why although we still dig and think in conceptual parameters, we still might never fix your very personal issue.
Dogfights over Berlin should definitely be playable - and are playable for everyone else.

I'd still not give up in a complete rewrite of the conf.ini or a complete rebuild of GForce game specific settings.
Can you post your complete conf.ini and your GForce settings maybe?
Mike knows a thing or two about those...

Flying H

  • member
  • Offline Offline
  • Posts: 1327
  • "And you can fly, high as a kite if you want to..

I can see another strange line in your log, ABits 8, in my log it says ABits 0,. I have no knowledge of what that means but I found it by comparing logs. Another line that differs is Maximum simultaneous textures :8, mine says Maximum simultaneous textures :8. More Default speaker config is : 1310724 mine Default speaker config is : 4.
Your PBuffer: suitable formats: 84 mine PBuffer: suitable formats: 12 below "Created a 256x256 Render...." don´t know what those mean but they differ from mine and I have asI said earlier stable frames from 45 -60 at 3480x2160! Hope you get some clues!
Logged
And you can fly, high as a kite, if you want to.........

SAS~Storebror

  • Editor
  • member
  • Offline Offline
  • Posts: 23588
  • Taking a timeout
    • STFU

I can see another strange line in your log, ABits 8, in my log it says ABits 0
Typical difference between ATI and Nvidia.
UD has ATI, you have Nvidia.
The "ABits" are the return value from calling "glGetIntegerv(GL_ALPHA_BITS, &abits);".
It's normal for ATI to return a value of "8" and for Nvidia to return a value of "0", and it makes no difference in effect.

Another line that differs is Maximum simultaneous textures :8, mine says Maximum simultaneous textures :8.
Yours probably says "4", I guess that's a typo you've made.
The value returned is graphics driver dependent.
Any value of "4" and higher is suitable for perfect mode.

Default speaker config is : 1310724 mine Default speaker config is : 4.
1310724 is hex 140004. That seems to be a sorround sound setting. Definitely unrelated to FPS issues.

Your PBuffer: suitable formats: 84 mine PBuffer: suitable formats: 12
Again an ATI <-> Nvidia difference and as such, quite normal.
It's the maximum number of available pixel formats available for the current device context, the return value from calling "wglChoosePixelFormatARB".

We could be looking at an ATI issue here, in order to rule this out, we'd need to see and compare logs and conf.ini of another ATI user with good framerates and the same from UD (log we have, current conf.ini is missing).

]cheers[
Mike
Logged
Don't split your mentality without thinking twice.

Flying H

  • member
  • Offline Offline
  • Posts: 1327
  • "And you can fly, high as a kite if you want to..

Ah, got that Storebror, I was apparently kinda comparing apples with pears! (blushing) Thanks for pointing this out, hope someone else can provide the right stuff to help then!
Logged
And you can fly, high as a kite, if you want to.........
Pages: 1 2 3 4 [5] 6   Go Up
 

Page created in 0.108 seconds with 24 queries.