Post #21 · Posted at 2015-11-01 11:50:36pm 8.4 years ago
Th3_Ov3rHell_3XoduZ | |
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313 Posts | |
Reg. 2012-09-13 | |
"ITG, The Best Dance Machine!" |
Im not sure, but on the latest versions of SM5, I have a lower performance than the 5.0.7 that is the current version I use where I achieved the highest FPS performance.
I have to use D3D to improve the performance in any version, but the 5.0.7 is the best one, using my Theme as test (it is a very demand theme). All maxed out, 1920x1080, High textures Force On, no v-sync, fst note rendering ON.
On the 5.0.10 using OpenGL I got an average of 90 FPS vs 100 FPS on 5.0.7 (not so much).
On the 5.0.10 using D3D the FPS comes to an average of 150 FPS but not that much than 5.0.7 where I can get easy 320 FPS.
This is the main reason why I still using SM 5.0.7, why I got better performance on that version?
I have to use D3D to improve the performance in any version, but the 5.0.7 is the best one, using my Theme as test (it is a very demand theme). All maxed out, 1920x1080, High textures Force On, no v-sync, fst note rendering ON.
On the 5.0.10 using OpenGL I got an average of 90 FPS vs 100 FPS on 5.0.7 (not so much).
On the 5.0.10 using D3D the FPS comes to an average of 150 FPS but not that much than 5.0.7 where I can get easy 320 FPS.
This is the main reason why I still using SM 5.0.7, why I got better performance on that version?
Post #22 · Posted at 2015-11-02 02:42:37am 8.4 years ago
Kyzentun | |
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"I'm honestly pissed off." |
I have no idea why your performance would be different. Mine is the same in all versions. But I'm on linux, so I'm not using d3d.
Nothing has changed in the renderer since 5.0.7.
As a side note, the d3d renderer isn't really supported. There are various things like ActorFrameTexture and BlendMode_Subtract that don't work at all with the d3d renderer. So it's not a good idea to use anyway.
Nothing has changed in the renderer since 5.0.7.
As a side note, the d3d renderer isn't really supported. There are various things like ActorFrameTexture and BlendMode_Subtract that don't work at all with the d3d renderer. So it's not a good idea to use anyway.
Post #23 · Posted at 2015-11-03 12:02:07am 8.4 years ago
Mad Matt | |
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Reg. 2011-10-26 | |
Quote: Kyzentun
I'd like to take the modifier system I made for the notefield and use something very like it for actors in general.
This makes me laugh because in my fork I did the exact opposite: I made the mod system based on actor tweening
Post #24 · Posted at 2015-11-03 12:04:57am 8.4 years ago
Kyzentun | |
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"I'm honestly pissed off." |
Quote: Mad Matt
Quote: Kyzentun
I'd like to take the modifier system I made for the notefield and use something very like it for actors in general.
This makes me laugh because in my fork I did the exact opposite: I made the mod system based on actor tweening
Post #25 · Posted at 2015-11-03 12:15:47am 8.4 years ago
Mad Matt | |
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Quote: Kyzentun
Well, I actually want mods to be synced with the music if they change over time. And not have the FOV of the notefield change when the receptor offset is changed. There are probably other weird nuisances hiding in ArrowEffects that I'd rather be rid of.
Thank you for explaining the limitations of a system you know nothing about.
Post #26 · Posted at 2015-11-03 12:25:41am 8.4 years ago
Kyzentun | |
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"I'm honestly pissed off." |
I was talking about the problems that ArrowEffects has, not whatever solution you have, since I've never seen or heard anything about how it works. Making mods based on actor tweens doesn't sound anything like ArrowEffects.
Post #27 · Posted at 2015-11-03 12:36:29am 8.4 years ago
Mad Matt | |
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Quote: Kyzentun
I was talking about the problems that ArrowEffects has, not whatever solution you have, since I've never seen or heard anything about how it works. Making mods based on actor tweens doesn't sound anything like ArrowEffects.
Ahh, sorry, I misinterpreted it since you had quoted my post.
Post #28 · Posted at 2015-12-09 02:25:49pm 8.3 years ago
CuzcoBlocko | |
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"[Art by LilyBreez]" |
This looks weird...
Is it supposed to be in front of the songwheel?
Is it supposed to be in front of the songwheel?
Post #29 · Posted at 2015-12-09 03:15:44pm 8.3 years ago
BemaniHyper | |
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that looks like it should be on the left side
it kind of reminds me of the positioning of the rivals pane in IIDX SPADA, but here it leaves that odd empty space on the left where i'm pretty sure it's supposed to be
it kind of reminds me of the positioning of the rivals pane in IIDX SPADA, but here it leaves that odd empty space on the left where i'm pretty sure it's supposed to be
Post #30 · Posted at 2015-12-09 03:16:56pm 8.3 years ago
Kyzentun | |
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"I'm honestly pissed off." |
Yeah, it's a weird choice to put player 2's pane info in front of the wheel, but it is deliberate.
Post #31 · Posted at 2015-12-09 03:21:20pm 8.3 years ago
BemaniHyper | |
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oh it's player 2 that's why
Post #32 · Posted at 2015-12-09 03:23:40pm 8.3 years ago
CuzcoBlocko | |
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"[Art by LilyBreez]" |
Yeah, I'm playing this file with the 2P side because the arrow keys prevent left-down-right crossovers from being effectively produced without bumping fingers into each other.
It has tons of doublesteps.
It has tons of doublesteps.
Post #33 · Posted at 2015-12-09 03:33:05pm 8.3 years ago
Kyzentun | |
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"I'm honestly pissed off." |
Quote: CuzcoBlocko
Yeah, I'm playing this file with the 2P side because the arrow keys prevent left-down-right crossovers from being effectively produced without bumping fingers into each other.
It has tons of doublesteps.
... you do realize that you can map whatever keys you want, right? There is a screen in the service menu for mapping keys. (and I spent a chunk of time last year making it harder to screw yourself and leave an unplayable keymapping that can only be fixed by deleting the config file)It has tons of doublesteps.