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Latest nVidia driver: causes issue with DR


Bikerdude

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Interesting. I've been upgrading my drivers as well recently, and now I'm getting a white renderview as well, but it is fixed as soon as I'm dragging the grid somewhere. From there I can work as usual.

 

I'll have to try that "Threaded Optimization" you mentioned and see if it changes anything.

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Yes, this works for me as well - thanks for this tip, Bikerdude.

 

Switching off "Threaded Optimization" for the DarkRadiant.exe application fixes the white renderviews I was getting at DR startup. This should probably be mentioned on the website in the FAQ.

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Yes, this works for me as well - thanks for this tip, Bikerdude. Switching off "Threaded Optimization" for the DarkRadiant.exe application fixes the white renderviews I was getting at DR startup. This should probably be mentioned on the website in the FAQ.

 

Your welcome, but better perhaps to fix what ever in DR is conflicting with this setting..?

 

I have another rather obscure question regarding DR..

 

I have 2 systems:

 

C2Q 3.2ghz, 8800GTS/HD5870, Vista/7, 20" CCFL LCD

C2D 2.7ghz, 8400M_GS, Vista, 12" LED LCD

 

On the first system I have noticed a strange almost imperceptible lag when moving rotating/moving in camera view, as if the view in DR is playing catchup by about 0.25-0.5 second. I have changed the Mouse, the mouse driver, the screen refresh etc and none made a difference. Yet on the second system (my laptop), there is no lag at all.

 

Untill just now it never dawned on me that it could be input lag on 20" monitor, so what do you lot think, possible? if so what test could I run to test the input lag on both machine to test this theory.

Edited by Bikerdude
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Your welcome, but better perhaps to fix what ever in DR is conflicting with this setting..?

This basically means rewriting the renderer as a whole. Needless to say how much work this is - we've been meaning to do this, but we never had enough time and momentum to think through something like that. Redesigning and rewriting DarkRadiant's renderer will probably take me two or three months en bloc, and I've never had such a long timespan available for a single task.

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Untill just now it never dawned on me that it could be input lag on 20" monitor, so what do you lot think, possible? if so what test could I run to test the input lag on both machine to test this theory.

 

Input lag is generally quite damn low and it certainly wouldnt be seen as half a second, I think the worst recorded amount was 19ms and that was about 2x the 2nd highest(which is still very excessive). Considering it doesnt happen in DR I would not be surprised if it caused by windows display driver model moving stuff between your two cards or something like that - even if the 8800 does not have a display attached. Are you also sure that on both boxes the clipping plane is enabled/disabled?

 

@greebo ; As for rewriting the render, surely that would be somewhat potentially short sighted - assuming the d3 source pops out later this year. Maybe it would be better to just make the preparations to allow an easy snap in at a later stage... allowing you to nibble away at the problem beforehand.

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I think the worst recorded amount was 19ms and that was about 2x the 2nd highest(which is still very excessive). Considering it doesnt happen in DR I would not be surprised if it caused by windows display driver model moving stuff between your two cards or something like that - even if the 8800 does not have a display attached. Are you also sure that on both boxes the clipping plane is enabled/disabled?

 

Doh, I found what was different in the prefs between the two machines....

 

On the laptop I have for some reason unticked the "update views on camera movments" in the orthoview subsection now the camera view movement is silky on the main machine.

Edited by Bikerdude
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Yeah the far clip plane is that blue/gray spiky button on the top toolbar, it hides details that are far away, cutting it off to a cube around where you are currently looking, disabling it on a complex map often results in some truly horrific lag and bad fps. But its useful to toggle it sometimes when looking for details and checking LoS etc.

 

never the less, the lag does sound odd :)

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@greebo ; As for rewriting the render, surely that would be somewhat potentially short sighted - assuming the d3 source pops out later this year. Maybe it would be better to just make the preparations to allow an easy snap in at a later stage... allowing you to nibble away at the problem beforehand.

I don't hold my breath on the D3 source yet, and even if I'd have it in my hands now, there is no such thing as easily plugging it into the existing DR codebase. The D3 renderer has different design goals and is working with a completely different type of scene than DarkRadiant, where everything is potentially in flux, with highlighting, dynamic patch tesselation, moving brush faces and so on. The D3 renderer is able (and is designed to) work with a compiled, optimised and trimmed down set of geometries and shadow volumes, DarkRadiant must be as flexible as possible. I definitely agree that having the D3 renderer source available would be a huge help with regards to how things are executed and batched and how the shader and particle systems are designed, but I don't see a way of plugging the D3 renderer into DarkRadiant. We don't even know if the D3 renderer is written in proper C++ or not. My bet is that we will have to roll our own. Given the lack of a release date of the Rage game I don't see the source coming our way anytime in 2010 or 2011 even, but that's my semi-pessimistic estimation.

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Well I found the culprit(see above), so I have to ask will any future versions of DR remedy or lessen this issue..?

I'm going to disable that "Update Views on Camera Movement" option by default in the next version - it's far from being useful at all with larger maps or layouts with more than one orthoview.

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