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Tesseract Is Looking Okay For A Small, Open-Source Game

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  • #21
    (can't edit) and before jun 2013, it was 8GB

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    • #22
      Originally posted by curaga View Post
      It's actually trying to create a 16k x 16k x 16bit texture, 512mb in size. That's just plain crazy, even on a 3GB VRAM card, and they don't account for VRAM size at all.
      An administrator in the forum claims otherwise:

      Originally posted by eihrul
      Nothing anywhere in the game allocates a buffer of that size. The shadow atlas is actually only 4096*4096*2bytes/pixel (GL_DEPTH_COMPONENT16 texture of 4096x4096) in size. The bug is therefor in Mesa. Looks like they have some internal overflow issue. Please forward the issue to them.

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      • #23
        Originally posted by mmstick View Post
        An administrator in the forum claims otherwise:
        Why did you asking there tesseract's developer? When nvidia, intel and fglrx working fine . I think, it is obvious where is the problem and it is not just that one .

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        • #24
          And also why to care about those shadows on ultra, even when they fixed this it will worked slow .

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          • #25
            Originally posted by ChrisXY View Post
            Well, radeonsi on my laptop takes some time to come along. With http://cgit.freedesktop.org/~tstella...spill-fixes-v3 it works. Sort of.

            * For some reason shadows only work on high. When setting them to ultra this happens:
            Code:
            radeon: Failed to allocate a buffer:
            radeon:    size      : 536870912 bytes
            radeon:    alignment : 32768 bytes
            radeon:    domains   : 4
            radeon: Failed to allocate a buffer:
            radeon:    size      : 536870912 bytes
            radeon:    alignment : 32768 bytes
            radeon:    domains   : 4
            radeon: Failed to allocate a buffer:
            radeon:    size      : 536870912 bytes
            radeon:    alignment : 32768 bytes
            radeon:    domains   : 4
            radeon: Failed to allocate a buffer:
            radeon:    size      : 536870912 bytes
            radeon:    alignment : 32768 bytes
            radeon:    domains   : 4
            radeon: Failed to allocate a buffer:
            radeon:    size      : 536870912 bytes
            radeon:    alignment : 32768 bytes
            radeon:    domains   : 4
            radeon: Failed to allocate a buffer:
            radeon:    size      : 536870912 bytes
            radeon:    alignment : 32768 bytes
            radeon:    domains   : 4
            failed allocating shadow atlas!
            * Morphological AA does only work up to high, segfaults on ultra.
            * MSAA seems to hang the whole machine.

            I got this message in the log, maybe with MSAA, not sure?
            Code:
            radeon_gem_object_create:62 alloc size 512Mb bigger than 256Mb limit
            * SSAO creates some strange grainy artifacts that seem to move with the camera. Not sure if they are intentional. See screenshot 2.

            Screenshots: http://imgur.com/a/1Jj9H
            All of that are radeon bugs and not a game bugs . Well, you have radeonsi so you can compare it with fglrx and you will see nothing of those bugs . No those grained shadows, no greenish lighting, no hang, no lock up, no segfaults, no error messages... it just works whatever you set .

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            • #26
              Originally posted by mmstick View Post
              An administrator in the forum claims otherwise:
              Well, I confirmed it by reading their source code, so I guess my authority trumps the admin's

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              • #27
                Citation:

                Tesseract - repo moved to http://tesseract.gg. Contribute to lsalzman/tesseract development by creating an account on GitHub.


                Line 1567:
                Code:
                int size = min((1<<smsize), hwtexsize);
                hwtexsize is 16k, smsize depends on settings.

                smsize is set on line 1620:
                Code:
                VARFP(smsize, 10, 12, 14, cleanupshadowatlas());
                Those numbers are min, default, max. Thus on minimum, it's 1024x1024; default, 4096x4096; and on max, it's 16kx16k.

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                • #28
                  @curaga

                  It is the same what you quote, but did you spotted that code on github is abandoned read newest here:

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                  • #29
                    Originally posted by dungeon View Post
                    @curaga

                    It is the same what you quote, but did you spotted that code on github is abandoned read newest here:
                    Didn't know they moved off github (why keep the repo still there?). But the code in question has not changed, it still does 16k in the SVN file.

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                    • #30
                      The point is that the game probably shouldn't crash when allocation of huge buffers fails, but rather just revert the setting to what it was before...

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