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*** Vendetta 1.8.297
*** Vendetta 1.8.297
- Reenabled multi-threaded rendering for 64bit Linux.
If you have previously disabled it by editing your config.ini, you will need to reenable it through the config.ini.
If you experience crashes, manually disable multithreading by adding multithreaded=0 to the [Vendetta] section of your config.ini file.
- Fixed lua error when attempting to take a mission that has a countdown timer in its description.
- Reenabled multi-threaded rendering for 64bit Linux.
If you have previously disabled it by editing your config.ini, you will need to reenable it through the config.ini.
If you experience crashes, manually disable multithreading by adding multithreaded=0 to the [Vendetta] section of your config.ini file.
- Fixed lua error when attempting to take a mission that has a countdown timer in its description.
I dunno why it isn't in the motd.. but Please report any issues with the threaded renderer on Linux. The whole point of enabling it is to fix the issues, so please report them, don't just quietly disable it.
When/why did you guys even disable it?
I've switched it on. No bugs/client crashes within 30 min. I'll keep you informed.
Errm, it was disabled last year sometime Arf, because it didn't work for a lot of people and it was on by default.
We were crushed under a bunch of contract work at the time, and had no spare development cycles to deal with debugging and fixing the issues (which we also could not replicate.. makes things that much worse). So we just disabled it for the time being.
Now however, we've seen it can make about a 30% performance bump on multi-core mobile devices, so we're trying to make it "production" ready and use it everywhere.
Now however, we've seen it can make about a 30% performance bump on multi-core mobile devices, so we're trying to make it "production" ready and use it everywhere.
Well, I found some pretty reproducible artifacts in fog/storm sectors. You've got a support ticket with a bunch of fugly-looking screenshots.
Hope that helps!
Hope that helps!
Yup, thanks. Ray is looking into it. Graphical artifacts are a big improvement over crashes, at least :).
There were a couple crashes too, but weirdly enough, the crash reporter didn't appear and nothing got logged in errors.log.
Though, those could have been caused by glc-capture, since I was trying to get a video of what the graphical artifacts looked like. It didn't crash when i wasn't running glc.
Though, those could have been caused by glc-capture, since I was trying to get a video of what the graphical artifacts looked like. It didn't crash when i wasn't running glc.