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Generations PC Unleashed Porting - Public Hardware Test #1 Short bits of Blue Hedgehog running through Greece at 60 FPS

#61 User is offline Cooljerk 

Posted 13 May 2012 - 06:25 PM

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Is there currently any plan to attempt porting the DLC stages? Are those in any way radically different from normal stages? What about the one in Shamar that is noticeably more open world than the rest of Sonic Unleashed?

#62 User is offline Falk 

Posted 13 May 2012 - 06:30 PM

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View PostDario FF, on 13 May 2012 - 12:10 PM, said:

[*]Question: Will you keep releasing single levels like this?
[*]Answer: The goal is still releasing all the 8(or could be 9?) day stages, along with most missions and DLC we can port, in a single, big mod later on. Night stages with Classic Sonic are a possibility that's being looked at, but it'd probably be a second priority for a new version. I can assure you it looks sexy enough to be considered.


#63 User is offline Joe T.E. 

Posted 13 May 2012 - 06:34 PM

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I might as well contribute a video too.




I'm still really impressed with this, and I was glad to have contributed that one AAX file. :D

#64 User is offline Cooljerk 

Posted 13 May 2012 - 06:35 PM

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View PostFalk, on 13 May 2012 - 06:30 PM, said:

View PostDario FF, on 13 May 2012 - 12:10 PM, said:

[*]Question: Will you keep releasing single levels like this?
[*]Answer: The goal is still releasing all the 8(or could be 9?) day stages, along with most missions and DLC we can port, in a single, big mod later on. Night stages with Classic Sonic are a possibility that's being looked at, but it'd probably be a second priority for a new version. I can assure you it looks sexy enough to be considered.



That answers one of my three questions.

#65 User is offline Korama 

Posted 13 May 2012 - 06:47 PM

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^ The DLC stages are not radically different from normal stages, as far as I know. Some even come with higher quality global illumination data than was used in the main stages.

Showing some bugs:


#66 User is offline Dario FF 

Posted 13 May 2012 - 06:51 PM

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Just wanted to point out that the latest version with grass instancing seems to have bloated up the memory usage a bit, so it might be the reason behind the freezes/crashes... That annoying 512 MB memory limit is really annoying, I hope there's some way we can increase that. It's not like performance is gonna get really hammered by it.

Last time I found some Memory.xml but any settings I tried just seemed to make the game unstable and crash.

#67 User is offline DustArma 

Posted 13 May 2012 - 06:56 PM

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View PostDario FF, on 13 May 2012 - 06:51 PM, said:

Just wanted to point out that the latest version with grass instancing seems to have bloated up the memory usage a bit, so it might be the reason behind the freezes/crashes... That annoying 512 MB memory limit is really annoying, I hope there's some way we can increase that. It's not like performance is gonna get really hammered by it.

Last time I found some Memory.xml but any settings I tried just seemed to make the game unstable and crash.


For whatever reason it doesn't crash for me, even while following Zoney's instructions.

#68 User is offline Dario FF 

Posted 13 May 2012 - 07:09 PM

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It doesn't matter, it seems the vertex format used by Devil's Details is very inefficient(The funny part is I could probably optimize Generations' stages in general if it works out). Luckily I got the vertex declaration table figured out, so I can probably make my own formats for it. I can make the byte size of each vertex go from 104 to 76 in most cases, which should be a significant upgrade in memory usage. This test has really shown me this is needed, and I'll work on it. If it works out I'll likely release another revision for testing.

#69 User is offline Jason 

Posted 13 May 2012 - 07:22 PM

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Not sure if this is on the radar for the test, but GHZ Act 1 is missing many of its assets. The stable and collapsable bridges are missing, the brakeable purple rocks are replaced by unbreakable metal boxes, and the crumbling ground crashes the game. Is this a known problem?

#70 User is offline Korama 

Posted 13 May 2012 - 07:37 PM

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View PostDario FF, on 13 May 2012 - 06:51 PM, said:

Just wanted to point out that the latest version with grass instancing seems to have bloated up the memory usage a bit, so it might be the reason behind the freezes/crashes... That annoying 512 MB memory limit is really annoying, I hope there's some way we can increase that. It's not like performance is gonna get really hammered by it.

Last time I found some Memory.xml but any settings I tried just seemed to make the game unstable and crash.


Oh, what's the nature of that 512 MB limit?
It's really weird, most of the time I get those red fringes around those specific grass textures, but sometimes they aren't there...


View PostJason, on 13 May 2012 - 07:22 PM, said:

Not sure if this is on the radar for the test, but GHZ Act 1 is missing many of its assets. The stable and collapsable bridges are missing, the brakeable purple rocks are replaced by unbreakable metal boxes, and the crumbling ground crashes the game. Is this a known problem?

See here.

#71 User is offline Wolf Rogers 

Posted 13 May 2012 - 07:45 PM

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Just tried, Installed using the first method, works completely fine and dandy, now I want more, brilliant job guys!

#72 User is offline Yarharhar 

Posted 13 May 2012 - 07:50 PM

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Windmill Isle runs great on my machine (DXDiag file included below)
I've run into the same bug with crashing when trying to explore the starting area (Literally just running to the right when the level starts causes the app to hang).

I'll keep playing with it and see if I can break it in any fun/new ways

http://www.yarsoft.c...iles/DxDiag.txt

View PostKorama, on 13 May 2012 - 07:37 PM, said:


Oh, what's the nature of that 512 MB limit?
It's really weird, most of the time I get those red fringes around those specific grass textures, but sometimes they aren't there...



I recall skyrim having trouble with a similar memory limit at first; Users got around this by flipping the bit to have the application run in 64-bit mode (waay higher memory limit).
This post has been edited by Yarharhar: 13 May 2012 - 07:48 PM

#73 User is offline Korama 

Posted 13 May 2012 - 08:00 PM

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View PostYarharhar, on 13 May 2012 - 07:50 PM, said:

I've run into the same bug with crashing when trying to explore the starting area (Literally just running to the right when the level starts causes the app to hang).

Doesn't happen on my system. I've explored the starting area quite extensively and never got a crash.

Quote

I recall skyrim having trouble with a similar memory limit at first; Users got around this by flipping the bit to have the application run in 64-bit mode (waay higher memory limit).

Sounds like you're talking about the "large address aware" flag. Funny thing is that I just tried that on SonicGenerations.exe, but it doesn't seem to make a difference.
Without the LAA flag set in the exe header, a 32 bit program can use up to 2 GB of memory. With the LAA flag set, the limit is raised to 3 GB in a 32 bit Windows and the full 4 GB (=limit of a 32 bit address space) in a 64 bit Windows.

#74 User is offline Wolf Rogers 

Posted 13 May 2012 - 08:26 PM

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Since everyone is posting links of them doing well, here's me doing a rough run due to the lowered frame rate (I later realised it was because I had FRAPS set to an External drive that was slow as hell):


This post has been edited by Wolf Rogers: 13 May 2012 - 08:26 PM

#75 User is offline ezodagrom 

Posted 13 May 2012 - 08:38 PM

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Recorded my own video as well:



I have a Phenom II X4 955 (3.2GHz), Radeon HD6850 1GB GDDR5, 4GB DDR2. The game runs at 60fps (1440x900) in this stage, and when it comes to bugs I have nothing to report other than what has already been mentioned.

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