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*** Vendetta 1.8.301
*** Vendetta 1.8.301
- Macros in the virtual keyboard can now be saved when long-pressing the action button on gamepads on Android.
- Fixed multithreaded rendering crashes. To test it, edit your config.ini file to add multithreaded=1 in the [Vendetta] section. Please report any issues.
- Fixed the incorrect placement of layed mines relative to the port locations on your ship.
- Fixed the bouncing 'm' HUD mission icon location when it finishes bouncing.
- Fixed lua error and crash when attempting to swipe station/pda menus.
- Fixed issue with PDA menu showing back up when pressing 'Jump' or 'Jettison All' buttons in the PDA in Condensed UI mode.
- Fixed occasional crash when attepting to set a navroute to a training sector.
- Macros in the virtual keyboard can now be saved when long-pressing the action button on gamepads on Android.
- Fixed multithreaded rendering crashes. To test it, edit your config.ini file to add multithreaded=1 in the [Vendetta] section. Please report any issues.
- Fixed the incorrect placement of layed mines relative to the port locations on your ship.
- Fixed the bouncing 'm' HUD mission icon location when it finishes bouncing.
- Fixed lua error and crash when attempting to swipe station/pda menus.
- Fixed issue with PDA menu showing back up when pressing 'Jump' or 'Jettison All' buttons in the PDA in Condensed UI mode.
- Fixed occasional crash when attepting to set a navroute to a training sector.
Ray's got those bug stompin' boots on again!
When are you going to release that big thing Incarnate talked about? I'm so eager to try it :3
Er, which big thing? :). We have several in development, some of which I have mentioned at one time or another, and they have different release targets.
Tell us which "big thing" will be released first so we can restrict our whining to just that for now :)
I enabled multi-threaded rendering (linux amd radeon drivers) and i didn't see any cpu usage over single core. How should we tax the graphics of the game rather than hit up against networking bottlenecks to actually test this feature ?
Multi-threaded rendering only speeds up certain specific cases. It's most useful on CPUs that are a little slower, but have a lot of cores, like on mobile. We've seen performance increases of upwards of 30% on certain mobile devices, combined with specific rendering cases, when using mutli-threading.
As we release more updates to the PC graphics, however, it may become more of a performance value there as well.
For the moment, the testing we really need is just whether it seems stable, or if any rendering artifacts or other problems emerge.
As we release more updates to the PC graphics, however, it may become more of a performance value there as well.
For the moment, the testing we really need is just whether it seems stable, or if any rendering artifacts or other problems emerge.
I was hoping to see a boost on my netbook (AMD A4-1200), since it's got a weak CPU, but this game is GPU-bound when using OpenGL on that machine. Not sure why, but I get about half the framerate with the GL renderer as I do with Direct3D, even in Windows.
No crashes so far though. :)
No crashes so far though. :)
Well, it depends on what's going on too. We have a whole series of deterministic tests that we can do internally (battles and scenes of various kinds), and it's only on a couple of them where the threading makes a big difference. I forget the specifics, but effects can be a massive thing, like fogging on PC causes a huge overdraw and GPU hit, where other scenes with different effects and activity may be more CPU-bound.
There's obviously a big difference between like a "large" Deneb skirmish, or Hive skirmish, vs the average player flying around between sectors. The latter is really light weight.
There's obviously a big difference between like a "large" Deneb skirmish, or Hive skirmish, vs the average player flying around between sectors. The latter is really light weight.