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Nvidia Geforce 8xxx series card issues on WinXP (Indoor performace issue)
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Vindicator

Joined: Aug 21, 2006
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Chainer wrote:
1stAnomaly wrote:
man i just replied to what he said he also thought he had indoor lag therefore on topic and this is all about solutions for the problem so therefore that is a solution and im on topic so get off my case.



btw the last thread was closed because of personal attacks *hint hint*
Please refrain from offering a solution of "Dump the 8xxx cause i think it's trash".  As a graphic desinger, this card is tops.  Duel screen, and running high rez for layouts, ill put any mac to shame.

Those of us posting in here to try and work out a solution with 9mmfu (Thanks for the help in game btw 9mm) are obviously NOT (Say that again...) NOT going to swap out our cards for the advice of some player with god knows what background.

ATI is not relevant, nor  will it be, EVER (let me say that again as well) ATI Will NEVER be relevant when dealing with Nvidia.

Thanks for your opinions, but we are looking for serious solutions, and not cop-outs.

Anywho...

Magog W, most of the larger buildings, I suffer a fraction of the lag there as if I were in clubs.  If I absolutely have to mission, I go there, and try and hit the big buildings that the Crossbones hang around.  Oddly enough, the same building styles elsewhere, suffer the lag.

Perhaps a different coder wrote this area than others?  Its just like the clubs, only lag I suffer is in doorways.  Once through and the door is closed, I am fine.

*edited for flamebaiting*

Sigh.

Anyways, My 8800 GTS Nvidia card is just getting straight up raped when it comes performance when entering buildings. If I stand still in a spot, the lag goes away because as stated earlier, MxO isn't trying to load up any more objects at that time. So I guess there's two ways of dealing with this problem.

Upgrading to Vista, yet again, substituting more problems instead of indoor lag, or trying to get something worked out with NVidia.. I mean we can shoot problems around all day, but I'd actually like to take this thing a step further and get help from NVidia. I heard someone from SOE sent out a request, but no further explainations thus far.

P.S. A reaffirmation on the building objects, because there are certain rooms in the game with fewer objects that don't lag as greatly as others, but it's still intolerable.




Jacked Out

Joined: Aug 17, 2006
Messages: 556
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Agreed with Ballak.  I heard walrus was handling it.  Perhaps one of our devs can contact Nvidia and just ask "Yo, where are we on the list?"

As a business to business relation, I beleive that an answer is warranted to a simple question like that.

Other than that, I messed around in districts and buildings tonight.  I have found no difference in the buildings anywhere else like I stated before.


Jacked Out

Joined: Aug 18, 2006
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Dunno if this will help with anything I just found it weird. I use XP and a 8600, I get the indoor lag in most buildings. I was at the Syntax EPN event yesterday and entered the area as the lag kicked in i minimised to turn on ventrillo and then opened the games screen back up. To my surprise I could see through everything inside. People were about 50% trans, walls were invisible for the most parts, but objects like containers,desks,cabinets etc...even thouse that weren't clickable were not transparent at all.


Jacked Out

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I believe that would be caused by a slowing down of the rendering engine?  Im no pro at graphic engines and stuff... but thats what I would GUESS.


Development

Joined: Dec 2, 2005
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In the previous version of this thread I posted a long list of render variables that I thought might possibly have an effect on the XP+8xxx issue interior slowdown issue. Just wanted to say that there's no need for any of you to try going through all those, 'cause with the update stuff out of the way I finally got a chance to experiment with them myself this evening. And some of them are indeed admin-only, so they wouldn't have had any effect for you guys, anyhow.


Message edited by Rarebit on 02/21/2008 21:29:23.



Jacked Out

Joined: Aug 27, 2005
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Vedren wrote:
Dunno if this will help with anything I just found it weird. I use XP and a 8600, I get the indoor lag in most buildings. I was at the Syntax EPN event yesterday and entered the area as the lag kicked in i minimised to turn on ventrillo and then opened the games screen back up. To my surprise I could see through everything inside. People were about 50% trans, walls were invisible for the most parts, but objects like containers,desks,cabinets etc...even thouse that weren't clickable were not transparent at all.

That's just a basic graphics glitch. I get that if I minimise the game too, all you have to do is re-apply your graphics settings, just go to options > video tab > advanced button > click done.


Jacked Out

Joined: Aug 17, 2006
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Rarebit wrote:
In the previous version of this thread I posted a long list of render variables that I thought might possibly have an effect on the XP+8xxx issue interior slowdown issue. Just wanted to say that there's no need for any of you to try going through all those, 'cause with the update stuff out of the way I finally got a chance to experiment with them myself this evening. And some of them are indeed admin-only, so they wouldn't have had any effect for you guys, anyhow.

double drat...

I dont experience the lag in constructs, like white hallways or the chateau...


Jacked Out

Joined: Mar 17, 2007
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I think thats because you have no outdoor objects to render.


Femme Fatale

Joined: Aug 22, 2005
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Chainer wrote:
the chateau

and the Zion Outpost I do not lag in, but the Machine construct I cant even move one step before it freaks out.



Development

Joined: Dec 2, 2005
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I think we have a *workaround* for this issue, at least in some cases, where the slowdown goes away, at the cost of some visual quality.

This is not a fix, and we ARE actively working with Nvidia to see if we can come up with a real fix for this problem, which we take very seriously. It took a while for us to get the contacts worked out, but we are seeing headway now. Whether a final fix is possible for us, I don't know.

Back to the workaround...

There is a variable that is currently admin-only called "modellighting_enable." In testing on a 8800 GTX in Windows XP yesterday, I found that the slowdown went away when, as an admin, I disabled this variable. When disabled, you lose dynamic lighting on game objects, like players, NPCs, and hardlines, which makes them look flat and gray. A relatively average light level can be restored to them by using "modellighting_ambadd" variables, which, when modellighting_enable is off, can increase model lighting without making the models super-bright.

I also noticed that the slowdown occurred specifically when two animating mesh game objects, such as my player model plus an NPC, were moving. That information might help get a final fix for this, but we'll see.

The current plan is to try to get a hotfix out to you guys that will give you access to the "modellighting_enable" variable, so that you can make the adjustment in useropts if you like. The earliest we'll be able to get this in is probably not until a week or so after we get update 58 out and stabilized.

The normal problem:


With modellighting disabled:


What models look like normally:


What models look like with modellighting disabled, and "ambadd" used to compensate:


Possible useropts config for this would be something like

modelighting_enable = 0
modellighting_ambadd_r = 0.33
modellighting_ambadd_g = 0.33
modellighting_ambadd_b = 0.33


Message edited by Rarebit on 02/27/2008 13:26:01.



Transcendent

Joined: Mar 9, 2007
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Does indoor lighting work a lot different than outdoor lighting I'm assuming? Seems like both big compatibility issues here (Vista and 8000 series) are both involving different types of lighting/shadows. Anyway, nice to see a possible slight remedy, and nice to see about more progress with Nvidia.



Vindicator

Joined: Aug 24, 2005
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I have a question. I know with the Unreal Engine, there are different types of light generator objects. Does anything like that exist for MxO, where they used a certain light actor/class in certain office buildings, and another in the slums?

Edit: Sounds like this would have an effect upon the dynamic lighting on people (Vista).  Two birds w/ one stone.

Message edited by LtCmdr_Tsusai on 02/24/2008 15:39:49.


Jacked Out

Joined: May 5, 2006
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I was wondering if anyone tried the new Nvidia 9600 on MxO. Are there still indoor lags for it?


Jacked Out

Joined: Mar 17, 2007
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They only just came out id give it a week or two!

but it would be interesting to see because if they still do then it'll be a issue with the entire 9*** series


Systemic Anomaly

Joined: Aug 16, 2005
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Excellent work Rare!

I'll take the drop in quality if it means I can do archive missions without lagging all over the place!!


 
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