Brian The Dog on 30/9/2012 at 20:20
Quote Posted by ZylonBane
Did you forget to extract the video player DLL?
Don't think so, but it's hard to tell since I uninstalled and re-installed. Anyway, it's all working now on a fresh install.
Ryu Connor on 30/9/2012 at 21:36
Appears that the new rendering path has scaling limitations.
The engine will only consume up to 50% of each mGPU (100% single GPU). Post processing (MSAA for example) is able to use what remains.
It is easy to see when using fp32 and being unable to reach 60fps despite having GPU resources left. You can toggle the post processing off and watched it trend downard toward 50/50 mGPU usage while framerate remains unchanged.
Yes, fp32 is absurd and clearly a toy.
LarryG on 30/9/2012 at 22:54
Some new framerate config parameters found in new_config_vars.txt:
Code:
d3d_disp_limit_gpu_frames <0 - 3> [<0 - 3>]
only has any effect in combination with "use_d3d_display", limits the number of frames that can get buffered
in the GPU command buffer, default is 0 0 (limit disabled).
The first value defines the buffer limit in 2D mode (menu screens), the second optional value defines the
limit in 3D mode (in-game).
The GPU command buffer can hold render commands for several frames. When rendering something simple with
vsync enabled, like for example menu screens, the buffer easily gets filled. This results in noticeable input
lag especially in menus, since there can be several frames between mouse movement and visual response. By
limiting the number of frames that can get buffered the input lag can be reduced. It's not recommended to
enable the options if no lag is experienced.
May not have any effect on older graphics cards.
IMPORTANT: Enabling limiting in-game should be used with care on multi-GPU setups, since it can result in
performance loss caused by not giving all GPUs enough work.
framerate_cap <val>
only has any effect in combination with "single_display_mode", enable software based framerate limiter to
the specified framerate, default is 0 (disabled)
SlowFrameUI <ms>
cap framerate when in UI mode (or game is paused) by setting this value to the minimum frame time.
Setting it to 10 would cap the UI framerate to 100 FPS, and avoids the graphics card running unnecessary
hot. If this is not set (or -1) then the original "SlowFrame" is used for both UI and in-game (which is
disabled/uncapped by default).
phys_freq <30 - 120>
set physics updates to a fixed frequency, this avoids variable movement speeds when playing without
V-sync or can be used to lock physics at a lower frequency to play as the game originally was likely
intended (60Hz). The default value is 0 which disables fixed frequency updates. It's always preferable
to run with V-sync for the best experience.
To get any useful effect of this at higher framerates the var "min_frame_time" should be set to
something low like 1.
Personally, "If it ain't broke don't fix it" is my motto. I'd leave this stuff alone unless you are having problems and are smart enough to figure out what it all means. I'm not on both points
Firetaffer on 1/10/2012 at 00:26
Quote Posted by LarryG
Read earlier in this thread. about page 4 or so IIRC. There are several more in the thread on later pages too.
I have, and I spent about an hour last night trying to get it working, but it doesn't work. I'm using the Steam version, which is 1000MB compared to the GoG version which is 600MB (perhaps it's just compressed?).
Admittedly I could just use this, but it includes some other changes which I don't really feel like I need, such as texture and model enhancements, all I really want is 1.19.
Just to be sure, the way I should go about installing 1.19 to Thief Gold is:
* Extract new_dark and contrib and move the contents over to my Thief Gold folder.
* Extract intrface.crf from new_dark/doc/T1 and apply that to the RES folder in my Thief Gold folder.
* Lastly, add "dark1" to the end of cam and cam_ext.
The main menu music plays for a split second however before the game crashes. I've tried running the game off Thief2.exe, THIEF.exe, and Thief no ddfix.exe.
Am I missing anything? Thanks in advance!
R Soul on 1/10/2012 at 00:58
Quote Posted by Firetaffer
* Extract intrface.crf from new_dark/doc/T1 and apply that to the RES folder in my Thief Gold folder.
That seems to be your mistake. The original crf is 12MB, whereas the patched version is 7kb, i.e. it only contains updated files, not the whole thing. You need to restore your original intrface.crf (e.g. from your CD or download package). Then make a folder called patch and put the new intrface.crf in there (e.g. c:\games\ThiefG\patch\intrface.crf).
ZylonBane on 1/10/2012 at 02:02
Quote Posted by Ryu Connor
It is easy to see when using fp32 and being unable to reach 60fps despite having GPU resources left.
Try setting "d3d_disp_limit_gpu_frames 1 1" in cam_ext.
Renault on 1/10/2012 at 02:45
Quote Posted by Firetaffer
Admittedly I could just use this, but it includes some other changes which I don't really feel like I need, such as texture and model enhancements, all I really want is 1.19.
When running Tfix, you can uncheck any of the enhancements that you don't want to install.
Albert on 1/10/2012 at 02:49
I got a bit of a dumb question, but I was setting up Thief 2 so I could link the resources to DromEd, and I had to move all my mods like NTEX, t2skies and t2water. I dunno how to link 1.19 to them though, so what is it I'm supposed to do?
Ryu Connor on 1/10/2012 at 04:38
Quote Posted by ZylonBane
Try setting "d3d_disp_limit_gpu_frames 1 1" in cam_ext.
Appreciated. Unfortunately that command limits the number of frames that can be buffered. In effect it introduces a delay to the assembly line. It cannot correct the issue.
Quote Posted by "new_config_vars"
IMPORTANT: Enabling limiting in-game should be used with care on multi-GPU setups, since it can result in performance loss caused by not giving all GPUs enough work.
FWIW: I did try on a lark. No improvement. About the only thing I could do to fix this is overclock.
DJ Riff on 1/10/2012 at 06:30
Quote Posted by Albert
I got a bit of a dumb question, but I was setting up Thief 2 so I could link the resources to DromEd, and I had to move all my mods like NTEX, t2skies and t2water. I dunno how to link 1.19 to them though, so what is it I'm supposed to do?
1. Keep placeholder *.pcx files in a folder or CRF archive which is listed in resname_base string of darkinst.cfg file.
2. Copy *.dds files to local RES\ddfix directory regardless of what is specified in ddfix.ini. Maybe hardlinks or simlinks will help instead of copying (haven't tried it yet).