Poll: How does OpenGL work for you? (v2)

Be advised that this is a public poll: other users can see the choice(s) you selected.

Page 2 of 2 FirstFirst 12
Results 26 to 38 of 38

Thread: How does OpenGL work for you? (v2)

  1. #26
    Join Date
    Mar 2016
    Location
    Scandinavia
    Posts
    138
    Mentioned
    3 Post(s)
    Quoted
    46 Post(s)

    Default

    me too

  2. #27
    Join Date
    Apr 2007
    Posts
    49
    Mentioned
    3 Post(s)
    Quoted
    18 Post(s)

    Default

    This is not an intentional bump of this thread. My frame rates start at 30FPS with Debug off and normally after 10-15 minutes drop to 9-10 and stick there. I'll read into some other threads later for any possible solutions. Note: this is only with the use of ClarityBurial.

    I'll try clearing Cache when I am home. For anyone wondering how to do this head to http://services.runescape.com/m=rswi...crashes/closes

  3. #28
    Join Date
    Sep 2014
    Location
    C:\Simba\
    Posts
    565
    Mentioned
    9 Post(s)
    Quoted
    71 Post(s)

    Default

    Common problem, has been posted several times. It shouldn't be due to some script, rather the opengl plugin that smart uses. It used to do this to me even when not using any library or anything that utilizes opengl calls (e.g. oglib).
    Feel free to ask me any questions, I will do my best to answer them!

    Previously known as YouPee.

  4. #29
    Join Date
    Dec 2011
    Posts
    2,147
    Mentioned
    221 Post(s)
    Quoted
    1068 Post(s)

    Default

    I'm currently curious about whether a past change to the include actually affected anything. I would appreciate if people could tell me if the following noticeably drops their FPS:

    1. Go to glFonts.simba
    2. Comment out Line 7 and Line 14, so your entire glFonts.simba file looks like this:

    Simba Code:
    function glFonts(var funcPointerSize:uInt32;funcIgnoreCache:boolean=false):pointer;
    var
      funcSystemTime:uInt32;
    begin
      if funcIgnoreCache or ((funcSystemTime:=getSystemTime())-oglFontTimeLast>oglCacheTime) then
      begin
        //ogl.setFontCapture(true);
        if (result:=glxFonts(funcPointerSize))<>nil then
        begin
          oglFontPointer:=result;
          oglFontPointerSize:=funcPointerSize;
          oglFontTimeLast:=funcSystemTime;
        end;
        //ogl.setFontCapture(false);
      end
      else
      begin
        result:=oglFontPointer;
        funcPointerSize:=oglFontPointerSize;
      end;
      exit(result);
    end;

    3. Put ogl.setFontCapture(true); anywhere after ogl.setup();
    4. See if anything changes in your FPS.

    We originally added those two lines with the intent of improving FPS issues. However this came with a drawback of increasing the time of glFonts calls by 200-300ms, which, depending on the script, can drastically affect performance.
    Last edited by Clarity; 06-06-2016 at 01:18 PM.

  5. #30
    Join Date
    Dec 2011
    Posts
    445
    Mentioned
    26 Post(s)
    Quoted
    256 Post(s)

    Default

    Quote Originally Posted by Clarity View Post
    .....
    It doesn't appear to affect my FPS. Maybe a 1-5 FPS difference, but nothing blatant.

    EDIT: I'd assume you wanted us to do a loop of a method like ogl.getChars

    With the lines un-commented I drop down to 45-ish FPS from a stable 50.

    With the lines commented, maybe a 1-2 FPS drop. Of course, ogl.getChars returns nothing with the lines commented out.

  6. #31
    Join Date
    Dec 2011
    Posts
    2,147
    Mentioned
    221 Post(s)
    Quoted
    1068 Post(s)

    Default

    Quote Originally Posted by Twinki View Post
    It doesn't appear to affect my FPS. Maybe a 1-5 FPS difference, but nothing blatant.

    EDIT: I'd assume you wanted us to do a loop of a method like ogl.getChars

    With the lines un-commented I drop down to 45-ish FPS from a stable 50.

    With the lines commented, maybe a 1-2 FPS drop. Of course, ogl.getChars returns nothing with the lines commented out.
    Thanks for testing and replying, +rep for you!

  7. #32
    Join Date
    Jul 2014
    Posts
    20
    Mentioned
    0 Post(s)
    Quoted
    2 Post(s)

    Default

    Didn't experience any FPS drop

  8. #33
    Join Date
    Apr 2016
    Posts
    10
    Mentioned
    0 Post(s)
    Quoted
    6 Post(s)

    Default

    hey clarity i have a problem , my script says compiled succesfully but my player manager wont load or i cant even update my plugins,srl,sps

  9. #34
    Join Date
    Apr 2015
    Location
    FireFox
    Posts
    528
    Mentioned
    10 Post(s)
    Quoted
    227 Post(s)

    Default

    Only just saw this. I run OG @ 50fps steady apart from 1 time which has never reoccurred.
    Scripting with ogLib

  10. #35
    Join Date
    Sep 2014
    Location
    C:\Simba\
    Posts
    565
    Mentioned
    9 Post(s)
    Quoted
    71 Post(s)

    Default

    FPS on SMART in OpenGL used to drop to like 5-10 after some minutes to me, but now, for whatever reason, it stays at a stable nice FPS. Probably due to some work on the plugin or something I'd assume.
    Feel free to ask me any questions, I will do my best to answer them!

    Previously known as YouPee.

  11. #36
    Join Date
    Apr 2015
    Posts
    57
    Mentioned
    0 Post(s)
    Quoted
    21 Post(s)

    Default

    I didn't see much benefit after making the above changes. I continue to see the steep degradation of fps 4-5 minutes (not loading new zones or chunks even). Went from a stable 50 fps to ~23 within 5 minutes which was about on par with running OGlib scripts prior to the glfont changes.

    EDIT: I am running on a AMD Radeon HD 7950 which probably isn't (nor ever was) a stellar gfx card, which may be part of the problem.

  12. #37
    Join Date
    May 2012
    Posts
    499
    Mentioned
    23 Post(s)
    Quoted
    228 Post(s)

    Default

    Quote Originally Posted by SmallP3n0r View Post
    I didn't see much benefit after making the above changes. I continue to see the steep degradation of fps 4-5 minutes (not loading new zones or chunks even). Went from a stable 50 fps to ~23 within 5 minutes which was about on par with running OGlib scripts prior to the glfont changes.

    EDIT: I am running on a AMD Radeon HD 7950 which probably isn't (nor ever was) a stellar gfx card, which may be part of the problem.
    Haven't the same problem with the 7950, never tested with another GPU afterwards though...

  13. #38
    Join Date
    May 2017
    Posts
    2
    Mentioned
    0 Post(s)
    Quoted
    0 Post(s)

    Default

    thank you so much for sharing this

Page 2 of 2 FirstFirst 12

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •