Rich C Posted December 29, 2012 Share Posted December 29, 2012 Hello, I have just installed the LE2 evaulation kit and upon executing the program, the application displays some digital snow in the GUI. Maybe a christmas easter egg??? I have recently purchased and installed an EVGA GTX 560 video card, which appears to work fine in all but this application. Incidentally, the 3D World Studio program does work. Here is an extract from the NVIDIA system information - [Display] Operating System: Windows 7 Ultimate, 64-bit (Service Pack 1) DirectX version: 11.0 GPU processor: GeForce GTX 560 Driver version: 310.70 DirectX support: 11.1 CUDA Cores: 336 Core clock: 850 MHz Shader clock: 1701 MHz Memory data rate: 4104 MHz Memory interface: 256-bit Memory bandwidth: 131.33 GB/s Total available graphics memory: 4095 MB Dedicated video memory: 1024 MB GDDR5 System video memory: 0 MB Shared system memory: 3071 MB Video BIOS version: 70.24.2E.00.62 IRQ: 16 Bus: PCI Express x16 Gen2 Please let me know if there is something that I am doing wrong. Thank-you. Quote Link to comment Share on other sites More sharing options...
Roland Posted December 29, 2012 Share Posted December 29, 2012 Its a bug in latest NVidia Drivers. Turn bloom off and you will get rid of the snow 1 Quote Roland Strålberg Website: https://rstralberg.com Link to comment Share on other sites More sharing options...
Rich C Posted December 29, 2012 Author Share Posted December 29, 2012 That was the problem. Thank-you for the prompt reply. Quote Link to comment Share on other sites More sharing options...
fumanshoo Posted December 29, 2012 Share Posted December 29, 2012 Yes, I have the same problem with my Intel Graphics Card. Quote Link to comment Share on other sites More sharing options...
Josh Posted December 29, 2012 Share Posted December 29, 2012 Working on it this weekend. Yes, I have the same problem with my Intel Graphics Card. You mean your Intel graphics chip actually runs Leadwerks Engine 2? Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
fumanshoo Posted December 29, 2012 Share Posted December 29, 2012 (edited) Yes and surprising well too. It runs at a solid 15FPS with a terrain without textures inside of the Editor. With occlusion culling set to one in the engine, I have about ten thousand polys on screen with textures and ten thousand particles and it runs at 15-20 FPS. Edited December 29, 2012 by fumanshoo Quote Link to comment Share on other sites More sharing options...
ChrisMAN Posted December 30, 2012 Share Posted December 30, 2012 Working on it this weekend. You mean your Intel graphics chip actually runs Leadwerks Engine 2? It runs on my laptop which has an intel hd 4000 and an nvidia 620. The intel hd 4000 worked until i upgraded to windows 8. The intel hd 4000 runs about 50% perf as the 620. If I don't run in 1920x1080 it is very tolerable. 800x600 usually gets me 60fps for my crappy game. Quote Link to comment Share on other sites More sharing options...
Josh Posted December 30, 2012 Share Posted December 30, 2012 Yes and surprising well too. It runs at a solid 15FPS with a terrain without textures inside of the Editor. With occlusion culling set to one in the engine, I have about ten thousand polys on screen with textures and ten thousand particles and it runs at 15-20 FPS. I think your computer probably has both, and you are seeing the results of the NVidia card. It's extremely unlikely both Intel and NVidia would have the same exact driver bug at the same time. Apparently NVidia's latest drivers can't support advanced shader features like the "for" loop. You can fix this by replacing two shaders. Open shaders.pak with a zip file reader and replace these two files: postfilters/bloomblurx.frag #define samples 10.0 #define samplesi 10 uniform sampler2D texture0; uniform vec2 buffersize; vec4 clampvec4(in vec4 color) { vec4 outcolor; outcolor.x=max(color.x,0.0); outcolor.y=max(color.y,0.0); outcolor.z=max(color.z,0.0); outcolor.w=max(color.w,0.0); return outcolor; } void main( void ) { vec2 ps = 1.0/buffersize; vec4 color; vec2 coord = gl_FragCoord.xy/buffersize; vec4 bloomsample; int i; //Nvidia's latest driver can't handle for loops. i=0; coord.x=gl_FragCoord.x/buffersize.x-ps.x*samples*0.5+float(i)*ps.x; coord.y=gl_FragCoord.y/buffersize.y; color += clampvec4(texture2D(texture0,coord)); i=1; coord.x=gl_FragCoord.x/buffersize.x-ps.x*samples*0.5+float(i)*ps.x; coord.y=gl_FragCoord.y/buffersize.y; color += clampvec4(texture2D(texture0,coord)); i=2; coord.x=gl_FragCoord.x/buffersize.x-ps.x*samples*0.5+float(i)*ps.x; coord.y=gl_FragCoord.y/buffersize.y; color += clampvec4(texture2D(texture0,coord)); i=3; coord.x=gl_FragCoord.x/buffersize.x-ps.x*samples*0.5+float(i)*ps.x; coord.y=gl_FragCoord.y/buffersize.y; color += clampvec4(texture2D(texture0,coord)); i=4; coord.x=gl_FragCoord.x/buffersize.x-ps.x*samples*0.5+float(i)*ps.x; coord.y=gl_FragCoord.y/buffersize.y; color += clampvec4(texture2D(texture0,coord)); i=5; coord.x=gl_FragCoord.x/buffersize.x-ps.x*samples*0.5+float(i)*ps.x; coord.y=gl_FragCoord.y/buffersize.y; color += clampvec4(texture2D(texture0,coord)); i=6; coord.x=gl_FragCoord.x/buffersize.x-ps.x*samples*0.5+float(i)*ps.x; coord.y=gl_FragCoord.y/buffersize.y; color += clampvec4(texture2D(texture0,coord)); i=7; coord.x=gl_FragCoord.x/buffersize.x-ps.x*samples*0.5+float(i)*ps.x; coord.y=gl_FragCoord.y/buffersize.y; color += clampvec4(texture2D(texture0,coord)); i=8; coord.x=gl_FragCoord.x/buffersize.x-ps.x*samples*0.5+float(i)*ps.x; coord.y=gl_FragCoord.y/buffersize.y; color += clampvec4(texture2D(texture0,coord)); i=9; coord.x=gl_FragCoord.x/buffersize.x-ps.x*samples*0.5+float(i)*ps.x; coord.y=gl_FragCoord.y/buffersize.y; color += clampvec4(texture2D(texture0,coord)); //Loop causes black squares with HDR on NVidia cards /*for (i = 0; i < samplesi; i++) { coord.x=gl_FragCoord.x/buffersize.x-ps.x*samples*0.5+float(i)*ps.x; coord.y=gl_FragCoord.y/buffersize.y; bloomsample = texture2D(texture0,coord); color += clampvec4(bloomsample); }*/ gl_FragColor = color/samples; } postfilters/bloomblury.frag #define samples 10.0 #define samplesi 10 uniform sampler2D texture0; //uniform sampler2D texture1; //texture for secondary bounce uniform vec2 buffersize; float luminance( in vec4 color ) { return color.r * 0.3 + color.g * 0.59 + color.b * 0.11; } vec4 clampvec4(in vec4 color) { vec4 outcolor; outcolor.x=max(color.x,0.0); outcolor.y=max(color.y,0.0); outcolor.z=max(color.z,0.0); outcolor.w=max(color.w,0.0); return outcolor; } void main( void ) { vec2 ps = 1.0 / buffersize; vec4 color; vec2 coord; vec4 sample; float weight; float totalweight; int i; //Nvidia's latest driver can't handle for loops. i=0; coord.y=gl_FragCoord.y/buffersize.y-ps.y*samples*0.5+i*ps.y; coord.x=gl_FragCoord.x/buffersize.x; color += clampvec4(texture2D(texture0,coord)); i=1; coord.y=gl_FragCoord.y/buffersize.y-ps.y*samples*0.5+i*ps.y; coord.x=gl_FragCoord.x/buffersize.x; color += clampvec4(texture2D(texture0,coord)); i=2; coord.y=gl_FragCoord.y/buffersize.y-ps.y*samples*0.5+i*ps.y; coord.x=gl_FragCoord.x/buffersize.x; color += clampvec4(texture2D(texture0,coord)); i=3; coord.y=gl_FragCoord.y/buffersize.y-ps.y*samples*0.5+i*ps.y; coord.x=gl_FragCoord.x/buffersize.x; color += clampvec4(texture2D(texture0,coord)); i=4; coord.y=gl_FragCoord.y/buffersize.y-ps.y*samples*0.5+i*ps.y; coord.x=gl_FragCoord.x/buffersize.x; color += clampvec4(texture2D(texture0,coord)); i=5; coord.y=gl_FragCoord.y/buffersize.y-ps.y*samples*0.5+i*ps.y; coord.x=gl_FragCoord.x/buffersize.x; color += clampvec4(texture2D(texture0,coord)); i=6; coord.y=gl_FragCoord.y/buffersize.y-ps.y*samples*0.5+i*ps.y; coord.x=gl_FragCoord.x/buffersize.x; color += clampvec4(texture2D(texture0,coord)); i=7; coord.y=gl_FragCoord.y/buffersize.y-ps.y*samples*0.5+i*ps.y; coord.x=gl_FragCoord.x/buffersize.x; color += clampvec4(texture2D(texture0,coord)); i=8; coord.y=gl_FragCoord.y/buffersize.y-ps.y*samples*0.5+i*ps.y; coord.x=gl_FragCoord.x/buffersize.x; color += clampvec4(texture2D(texture0,coord)); i=9; coord.y=gl_FragCoord.y/buffersize.y-ps.y*samples*0.5+i*ps.y; coord.x=gl_FragCoord.x/buffersize.x; color += clampvec4(texture2D(texture0,coord)); /*for ( int i = 0; i < samplesi; i++ ) { coord.y=gl_FragCoord.y/buffersize.y-ps.y*samples*0.5+i*ps.y; coord.x=gl_FragCoord.x/buffersize.x; //sample = clampvec4(texture2D(texture0,coord)); //sample *= sample.w; sample =texture2D(texture0,coord); color += sample; }*/ gl_FragColor = color/samples; } Quote My job is to make tools you love, with the features you want, and performance you can't live without. 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fumanshoo Posted December 30, 2012 Share Posted December 30, 2012 Before I do this, just to make sure I don't screw up the entire engine, you are saying to replace those two files in an application such as Notepad with the code that you just wrote up there, correct? Quote Link to comment Share on other sites More sharing options...
Josh Posted December 30, 2012 Share Posted December 30, 2012 Yes. I will upload it later today and you can just update the SDK, if you prefer. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
fumanshoo Posted December 30, 2012 Share Posted December 30, 2012 Thank you. Unfortunately bloom was not fixed for me, in fact it got worse haha. I am on my way to building a new computer and will hopefully have it within the next few months. I'm sure a Nvidia GTX 560 Ti, an i5 and 8GB of RAM will do the trick. Quote Link to comment Share on other sites More sharing options...
Josh Posted December 30, 2012 Share Posted December 30, 2012 No, that won't. The problem is their driver is broken. Having more RAM won't help that. Wait until I upload the fixes tomorrow, then update your SDK. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
fumanshoo Posted December 30, 2012 Share Posted December 30, 2012 I guess "do the trick" was not a good use of my oompa loompa vocabulary. I was referring to my framerate and just use of the editor in general. Textures tend to look funny in the editor and I am sure it is because of my computer because games have the same problem. I am also downgrading when it comes to ram. I am using 10GB right now and downgrading to 8. The i5 and the video card is an upgrade though. Quote Link to comment Share on other sites More sharing options...
Roland Posted December 30, 2012 Share Posted December 30, 2012 Thanks Josh. Solved my Bloom-snow problem Quote Roland Strålberg Website: https://rstralberg.com Link to comment Share on other sites More sharing options...
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