Jump to content
XCOMUFO & Xenocide

What Hardware Are You Using To Run Xenocide?


Mad

Recommended Posts

Project Xenocide is collecting information about the PC systems you are running Xenocide on to allow for better performance fine-tuning.

If you run an XNA Xenocide build (please do not post information about releases below 0.1.0.1686), we would thank you for providing the following information about your system:

  • Processor type and speed
  • system RAM
  • graphics hardware
  • operating system

If possible, please also provide the build number* you are running and your experience (read: was your system fast enough? Did you encounter any Hardware related problems?).

 

Thank you for your contribution!

 

*(if you know, please use absolute numbers, not something like "latest build", since this may change in time)

Edit: build number is shown on the bottom right corner of the start screen.

Edited by dteviot
Link to comment
Share on other sites

I guess I will start this off...

  • Processor type and speed: AMD Athlon 64 X2 4600, 2.40GHz
  • system RAM: 2GB
  • graphics hardware: Radeaon 9550
  • Operating system: Windows XP pro, SP2

I am running the latest SVN (0.3.1786.0) and am getting around 60fps, no performance problems.

Edited by Mad
added build number
Link to comment
Share on other sites

  • Pentium M 1.5 GHz
  • 512 MB RAM
  • GeForceGo Fx5200
  • WinXP pro, SP2

0.2.0.1770: massive performance problems on planetview (8-12FPS), 60FPS in Baseview, 55FPS in XNet (with model loaded) - so I guess my Fx5200 does not like the shaders - which would not surprise me - it is known for its bad DirectX 9.0 performance...

0.3.1786.0: same as 0.2.0.1770

Edited by Mad
Link to comment
Share on other sites

Desktop

  • AMD x2 64 4200 2.2 GHz (OC'd to 2.42)
  • 2 GB RAM
  • GeForce 8800 GTS 640 Meg
  • Win Vista Ultimate x64

Laptop

  • AMD 64 3500+ 2.2 GHz
  • 1278 MB RAM
  • ATI XPress 200M
  • Win Vista Ultimate x64

Latest build (0.3.1786.0)

Edited by Mad
added build number
Link to comment
Share on other sites

  • 2 weeks later...

I have not tried a recent build, but I would like to add my specs anyway. It would be nice if you didn't need a beastly machine to run this when it's done.

 

AMD BE-2350 (2.1GHz)

2GB DDR2 RAM

ATi Radeon X1250 onboard video (don't laugh, it's an HTPC)

Vista Premium

Link to comment
Share on other sites

I haven't tried a recent build but I never had a problem before.

 

Processor type and speed : AMD 55FX 64bit (2.6GHz)

system RAM : 2Gig DDR 2

graphics hardware: 2 Geforece 7800 GTs in SLI mode

operating system: XP Pro SP 2

Edited by GARAK
Link to comment
Share on other sites

doesnt run at all on my computer. which is strange because I've programmed in XNA C# format before anad had no problems

 

(latest build by the way)

 

anyway heres my specs:

 

P4 3.0 overclocked to 3.4

2 gigs of G-Skill Ram

Geforce 6800 Ultra(the 512 onboard video model)

Windows XP Professional

 

I'm not 100% but it seems like an exception error.

Edited by KainTheReaper
Link to comment
Share on other sites

Guest Azrael Strife
doesnt run at all on my computer. which is strange because I've programmed in XNA C# format before anad had no problems

 

(latest build by the way)

 

anyway heres my specs:

 

P4 3.0 overclocked to 3.4

2 gigs of G-Skill Ram

Geforce 6800 Ultra(the 512 onboard video model)

Windows XP Professional

 

I'm not 100% but it seems like an exception error.

Please post the exception.

Link to comment
Share on other sites

on reboot the error went away and the game ran fine, a steady 72 fps at all times.

I do have one question though, why is the axis for the sun glare so off center, entire sections of canada(and what seems to be part of maine) are engulfed in constant darkness.

Because it is Januar (when the game starts). Wait for the Summer... :) (We did implement seasons)

Link to comment
Share on other sites

CPU: AMD Athlon X2 4600+ 64-bit

RAM: 3 GB DDR400/PC3200

GPU: BFG GeForce 8800 GTS 320MB PCIe-x16

OS: Windows Vista Ultimate 64-bit

Software Build: 0.2.0.1740

 

Everything went smoothly.

 

Some notes:

*When switching from any screen to the geoscape, I noticed my FPS drop from 60 to 25 - 30, but it recovered within a second.

*I hope you guys don't limit the graphical capability of this based on we tell you our systems can run! Let us be able to crank up the shinies if we can... I love shinies. And I love having an excuse to buy a new video card!

 

Keep up the good work!

Link to comment
Share on other sites

The fps drop a second because the game has to load all the textures involved in the globe, the day map, night map, normal map etc...

 

Thanks for the comments.

 

 

edit

Stragen I notice you have close specs as my computer, X2 64 bit, 64 bit vista and an 8800 GTS. Did you try the equip soldier screen? We have a problem that when I click the close button the screen goes blank, we can not reproduce it. If you have not tried that screen please do and post results.

Thank you

Edited by Darkhomb
Link to comment
Share on other sites

The fps drop a second because the game has to load all the textures involved in the globe, the day map, night map, normal map etc...

 

Thanks for the comments.

 

 

edit

Stragen I notice you have close specs as my computer, X2 64 bit, 64 bit vista and an 8800 GTS. Did you try the equip soldier screen? We have a problem that when I click the close button the screen goes blank, we can not reproduce it. If you have not tried that screen please do and post results.

Thank you

 

I tried it. Geoscape > Baseview > Soldiers > Equip. I get the Sorry, not implemented yet! message as I imagine I'm supposed to get, but we are also running different versions. I'll try to get the version you have and see what happens.

Edited by Stragen
Link to comment
Share on other sites

Hardware:

Core Duo 1.6 Ghz

1024 MB RAM

Intel i945GM Chipset Graphic

Windows XP Home

 

No perfromace problems running build 0.3.1800 (constant 60 FPS)

Bug: Battlescape does not display house

Edited by Mad
Link to comment
Share on other sites

Bug: Battlescape does not display house

Not a bug. I removed the house model because it was too small for multiple X-Corp soldiers and aliens

But it is not showing the green either. The guys are hanging in thin air.

Link to comment
Share on other sites

Hardware:

 

Pentium 4 @ 2.8 GHz

512 MB RAM

Radeon 9200SE (128MB VRAM, Shaders 1.3 only)

Windows XP Prof.

 

No performance problems, game runs in shader 1.1 version only. 74 FPS @ Planetview

Build 0.3.1800

Battlescape is displayed nicely

Link to comment
Share on other sites

Bug: Battlescape does not display house

Not a bug. I removed the house model because it was too small for multiple X-Corp soldiers and aliens

But it is not showing the green either. The guys are hanging in thin air.

Could I have a screen shot please?

FWIW, I'm guessing the problem is I'm missing a number of textures (for example, the starting positions) and on your card, missing texture == no texture. On my NVidia card missing texture == LSD hallucination lighting.

Link to comment
Share on other sites

Bug: Battlescape does not display house

Not a bug. I removed the house model because it was too small for multiple X-Corp soldiers and aliens

But it is not showing the green either. The guys are hanging in thin air.

Could I have a screen shot please?

FWIW, I'm guessing the problem is I'm missing a number of textures (for example, the starting positions) and on your card, missing texture == no texture. On my NVidia card missing texture == LSD hallucination lighting.

I'll try to provide some, but this will take a week or so, since the pc (Laptop) I had this problem on has kind of died on me and I'm waiting to get a new Motherboard for it.

Link to comment
Share on other sites

Figured I'd post my specs now that I got a new comp.

 

Old:

AMD Athlon XP 2400+ 2.1Ghz

1.5GB DDR2 400Mhz RAM

ATI Radeon 9600 Pro 256MB / ATI Radeon X1650 Pro AGP 512MB

Windows XP Pro SP2 / Windows Vista Ultimate

 

New:

Intel Core Duo E6300 1.8Ghz (overclocked to 3.1Ghz)

2GB DDR2 800Mhz RAM

ATI Radeon X1600 Pro PCI-E 512MB

Windows Vista Ultimate

 

Both have always run Xenocide XNA successfully. :)

Link to comment
Share on other sites

Bug: Battlescape does not display house

Not a bug. I removed the house model because it was too small for multiple X-Corp soldiers and aliens

But it is not showing the green either. The guys are hanging in thin air.

Could I have a screen shot please?

FWIW, I'm guessing the problem is I'm missing a number of textures (for example, the starting positions) and on your card, missing texture == no texture. On my NVidia card missing texture == LSD hallucination lighting.

I'll try to provide some, but this will take a week or so, since the pc (Laptop) I had this problem on has kind of died on me and I'm waiting to get a new Motherboard for it.

Thought occurs. If my theory is correct, then there's a 4 x 8 block of tiles at the north west (and another at the south east) corner that have no grass texture. The rest of the map (except for the walled in sections) has a grass texture. Can you confirm?

Link to comment
Share on other sites

Bug: Battlescape does not display house

Not a bug. I removed the house model because it was too small for multiple X-Corp soldiers and aliens

But it is not showing the green either. The guys are hanging in thin air.

Could I have a screen shot please?

FWIW, I'm guessing the problem is I'm missing a number of textures (for example, the starting positions) and on your card, missing texture == no texture. On my NVidia card missing texture == LSD hallucination lighting.

I'll try to provide some, but this will take a week or so, since the pc (Laptop) I had this problem on has kind of died on me and I'm waiting to get a new Motherboard for it.

Thought occurs. If my theory is correct, then there's a 4 x 8 block of tiles at the north west (and another at the south east) corner that have no grass texture. The rest of the map (except for the walled in sections) has a grass texture. Can you confirm?

I tried to reproduce the error on another system with Intel chipset GFX and got another strange bug. see attached screenshots!

xeno4.jpgxeno3.jpgxeno2.jpgxeno1.jpg

Edited by Mad
Link to comment
Share on other sites

Processor type and speed - Athlon X2 4800+

system RAM - 4GB

graphics hardware - GeForce 7300GT

operating system - Ubuntu 7.10 (32-bit for now) - so I'm only looking at Xenocide from time to time to check if you changed your mind about linux version ;). (Personally as a programmer I think DirectX and .NET where very bad choices for an open project.)

Edited by Magnes
Link to comment
Share on other sites

Guest Azrael Strife
Processor type and speed - Athlon X2 4800+

system RAM - 4GB

graphics hardware - GeForce 7300GT

operating system - Ubuntu 7.10 (32-bit for now) - so I'm only looking at Xenocide from time to time to check if you changed your mind about linux version ;). (Personally as a programmer I think DirectX and .NET where very bad choices for an open project.)

Did you run Xenocide in Ubuntu?

Link to comment
Share on other sites

I tried to reproduce the error on another system with Intel chipset GFX and got another strange bug. see attached screenshots!

Hmm. I think I saw something similar reported for the XNA quickstart project. IIRC, it was the card/driver not correctly supporting 32 bit index buffers.

If you're able to build Xenocide, I can send you a patch to use 16 bit index buffers, and we can see if that fixes the problem. (Note, using 32 bit index buffers was a workaround, to allow large maps until I get around to only rendering the terrain in the viewing fustrum.

Link to comment
Share on other sites

Hmm. I think I saw something similar reported for the XNA quickstart project. IIRC, it was the card/driver not correctly supporting 32 bit index buffers.

If you're able to build Xenocide, I can send you a patch to use 16 bit index buffers, and we can see if that fixes the problem. (Note, using 32 bit index buffers was a workaround, to allow large maps until I get around to only rendering the terrain in the viewing fustrum.

No problem with building it myself. But it will be a while before I can access any of these systems again. Hopefully this weekend.

 

Btw, I tried starting Xenocide on a no-shaders GFX card (GeForce MX 400) and obviously it didn't start but gave a call-stack dump. Maybe this is something worth intercepting some day, to limit questions regarding that matter.

Link to comment
Share on other sites

Hmm. I think I saw something similar reported for the XNA quickstart project. IIRC, it was the card/driver not correctly supporting 32 bit index buffers.

If you're able to build Xenocide, I can send you a patch to use 16 bit index buffers, and we can see if that fixes the problem. (Note, using 32 bit index buffers was a workaround, to allow large maps until I get around to only rendering the terrain in the viewing fustrum.

No problem with building it myself. But it will be a while before I can access any of these systems again. Hopefully this weekend.

 

Btw, I tried starting Xenocide on a no-shaders GFX card (GeForce MX 400) and obviously it didn't start but gave a call-stack dump. Maybe this is something worth intercepting some day, to limit questions regarding that matter.

Well, the 16 bit index patch is simple enough, just replace Xenocide\Source\UI\Scenes\Battlescape\TerrainMesh.cs with the version from build 1794, and rebuild.

 

As regards non-shader cards, I can try and do a test, but I'm not sure that the crash doesn't occur while XNA is initializing itself. Which means the crash occurs before I do anything. If you can post the stack trace, I should be able to tell.

Link to comment
Share on other sites

Well, the 16 bit index patch is simple enough, just replace Xenocide\Source\UI\Scenes\Battlescape\TerrainMesh.cs with the version from build 1794, and rebuild.

 

As regards non-shader cards, I can try and do a test, but I'm not sure that the crash doesn't occur while XNA is initializing itself. Which means the crash occurs before I do anything. If you can post the stack trace, I should be able to tell.

Ok, will try the rebuild - hopefully I'll get my NB this friday - in this case I can try the new build on the weekend.

 

as for the non-shader cards:

Exception: Could not find a Direct3D device that has a Direct3D9-level driver and supports pixel shader 1.1 or greater.
StackTrace:
  bei Microsoft.Xna.Framework.GraphicsDeviceManager.CheckForAvailableSupportedHardware()
  bei Microsoft.Xna.Framework.GraphicsDeviceManager.ChangeDevice(Boolean forceCreate)
  bei Microsoft.Xna.Framework.GraphicsDeviceManager.Microsoft.Xna.Framework.IGraphicsD
eviceManager.CreateDevice()
  bei Microsoft.Xna.Framework.Game.Run()
  bei ProjectXenocide.Program.Main() in D:\Xenocide Repository\XNA\trunk\Xenocide\Source\Program.cs:Zeile 44.

Link to comment
Share on other sites

as for the non-shader cards:

Exception: Could not find a Direct3D device that has a Direct3D9-level driver and supports pixel shader 1.1 or greater.
StackTrace:
  bei Microsoft.Xna.Framework.GraphicsDeviceManager.CheckForAvailableSupportedHardware()
  bei Microsoft.Xna.Framework.GraphicsDeviceManager.ChangeDevice(Boolean forceCreate)
  bei Microsoft.Xna.Framework.GraphicsDeviceManager.Microsoft.Xna.Framework.IGraphicsD
eviceManager.CreateDevice()
  bei Microsoft.Xna.Framework.Game.Run()
  bei ProjectXenocide.Program.Main() in D:\Xenocide Repository\XNA\trunk\Xenocide\Source\Program.cs:Zeile 44.

OK, I may be able to do something about this.

The quick and nasty hack would be wrap the call to Game.Run() in a try/catch, and give a warning message if I catch any NoSuitableGraphicsDeviceException exceptions. The cleaner solution would be to probe the graphics adapters BEFORE calling run, and warn if there's a problem. Something like this:

  private void CheckForAvailableSupportedHardware() {
bool flag1 = false;
bool flag2 = false;
foreach(GraphicsAdapter adapter1 in GraphicsAdapter.Adapters) {
  if(adapter1.IsDeviceTypeAvailable(DeviceType.Hardware)) {
	flag1 = true;
	GraphicsDeviceCapabilities capabilities1 = adapter1.GetCapabilities(DeviceType.Hardware);
	if(((capabilities1.MaxPixelShaderProfile != ShaderProfile.Unknown) && (capabilities1.MaxPixelShaderProfile >= ShaderProfile.PS_1_1)) && capabilities1.DeviceCapabilities.IsDirect3D9Driver) {
	  flag2 = true;
	  break;
	}
  }
}
if(!flag1) {
  if(GetSystemMetrics(0x1000) != 0) {
	throw new NoSuitableGraphicsDeviceException("Resources.NoDirect3DAccelerationRemoteDesktop");
  }
  throw new NoSuitableGraphicsDeviceException("Resources.NoDirect3DAcceleration");
}
if(!flag2) {
  throw new NoSuitableGraphicsDeviceException("Resources.NoPixelShader11OrDDI9Support");
}
 }

Edited by dteviot
Link to comment
Share on other sites

Bug: Battlescape does not display house

Not a bug. I removed the house model because it was too small for multiple X-Corp soldiers and aliens

But it is not showing the green either. The guys are hanging in thin air.

Could I have a screen shot please?

FWIW, I'm guessing the problem is I'm missing a number of textures (for example, the starting positions) and on your card, missing texture == no texture. On my NVidia card missing texture == LSD hallucination lighting.

I'll try to provide some, but this will take a week or so, since the pc (Laptop) I had this problem on has kind of died on me and I'm waiting to get a new Motherboard for it.

Thought occurs. If my theory is correct, then there's a 4 x 8 block of tiles at the north west (and another at the south east) corner that have no grass texture. The rest of the map (except for the walled in sections) has a grass texture. Can you confirm?

The problem with the guys hanging in thin air is the same as with the bottom texture only displayed in small stripes. It occures when you zoom in very close. In this case the stripes vanish and the guys are just hanging inthin air. There is no special area in the northwest or southeast where this would be any different. Have yet to try the 16 bit index.

 

Edit: Tried it. If I did everything correctly (and I think so) changing to 16 bit index does not change anyhing. sorry.

Edited by Mad
Link to comment
Share on other sites

Pentium 4 @ 1,7GHz, 256 MB RAM + 1 GB swap, XP. But the video card is nVidia GeForce2 MX 100/200, so what I got after successfully compiling the source is:

Exception: Could not find a Direct3D device that has a Direct3D9-level driver and supports pixel shader 1.1 or greater.

StackTrace:

at Microsoft.Xna.Framework.GraphicsDeviceManager.CheckForAvailableSupportedHardware

()

at Microsoft.Xna.Framework.GraphicsDeviceManager.ChangeDevice(Boolean forceCreate)

at Microsoft.Xna.Framework.GraphicsDeviceManager.Microsoft.Xna.Framework.IGraphicsD

eviceManager.CreateDevice()

at Microsoft.Xna.Framework.Game.Run()

at ProjectXenocide.Program.Main() in F:\xenocide\xhasvn\trunk\Xenocide\Source\Program.cs:line 44

Is there any chance of getting a branch less heavily reliant on visual effects?

Edited by centurion
Link to comment
Share on other sites

nVidia GeForce2 MX 100/200, so what I got after successfully compiling the source is:
Exception: Could not find a Direct3D device that has a Direct3D9-level driver and supports pixel shader 1.1 or greater.

StackTrace:

at Microsoft.Xna.Framework.GraphicsDeviceManager.CheckForAvailableSupportedHardware

()

at Microsoft.Xna.Framework.GraphicsDeviceManager.ChangeDevice(Boolean forceCreate)

at Microsoft.Xna.Framework.GraphicsDeviceManager.Microsoft.Xna.Framework.IGraphicsD

eviceManager.CreateDevice()

at Microsoft.Xna.Framework.Game.Run()

at ProjectXenocide.Program.Main() in F:\xenocide\xhasvn\trunk\Xenocide\Source\Program.cs:line 44

Is there any chance of getting a branch less heavily reliant on visual effects?

No, sorry, this won't work, since XNA itself needs a shader. Butit's strange, could you post the build you used? Becuase, actually this should've been intercepted...

As for this problem, I haven't tried this, but you could try using a software shader like swift shader or (maybe easier to use) 3d-analyze

Edited by Mad
Link to comment
Share on other sites

Oops, 0.3.1794.0. After updating to revision 1805, I get

---------------------------

 

---------------------------

Can't run. You must have a graphics card that is at least capable of shader v1.1. And shader 2.0 is strongly recommended.

---------------------------

OK

---------------------------

and a clean exit. Swift Shader's .dll's didn't work out of the box either (same result).

Link to comment
Share on other sites

Oops, 0.3.1794.0. After updating to revision 1805, I get
---------------------------

 

---------------------------

Can't run. You must have a graphics card that is at least capable of shader v1.1. And shader 2.0 is strongly recommended.

---------------------------

OK

---------------------------

much better (ok, maybe not more fulfilling for you, but at least it's behaving the way it should... ;) )

 

Swift Shader's .dll's didn't work out of the box either (same result).

Hm. what's about 3d-analyzer? I couldn't get it to work properly, but maybe you'll succeed...

Edited by Mad
Link to comment
Share on other sites

Oops, 0.3.1794.0. After updating to revision 1805, I get
---------------------------

 

---------------------------

Can't run. You must have a graphics card that is at least capable of shader v1.1. And shader 2.0 is strongly recommended.

---------------------------

OK

---------------------------

much better (ok, maybe not more fulfilling for you, but at least it's behaving the way it should... ;) )

 

Swift Shader's .dll's didn't work out of the box either (same result).

Hm. what's about 3d-analyzer? I couldn't get it to work properly, but maybe you'll succeed...

Probably won't work either, the code is testing for HARDWARE shader support.

Link to comment
Share on other sites

  • 2 weeks later...

XNA REQUIRES (enphasis in requires) the Shaders 2.0 capabilities to improve both performance and manteinance of the framework; the technical aspects is that what used to be a fixed pipeline (for gouraud shading) now it is implemented as a shader in 1.1. Most visual effects (those that do not require an entire art department to do an explosion by hand) requires at least Shaders 2.0 capability.

 

Greetings

Red Knight

Link to comment
Share on other sites

Processor type and speed: AMD Athlon X2 4200.

System RAM: 2 Gb DDR2 (OCZ, 2x1Gb, Dual channel)

Graphics hardware: GeForce 8500.

Operating system: MS Windows XP Pro

Game version: AFAIK, the current one (downloaded at the end of january).

Results: All up and running, no problems detected so far. FPS around 59.9 to 60.

Link to comment
Share on other sites

Processor type and speed - Athlon 64 X2 3800+

RAM - 2GB Kington

Graphics hardware - GeForce 8800GT

OS: Windows Vista / Windows XP

 

Greetings

Red Knight

Red Knight, do you have the problem reported by Darkhomb? When close equip soldier screen, screen goes blank, instead of getting the Soldiers Screen?

Link to comment
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
×
×
  • Create New...