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Hey guys!

I waited a few days to post this so it didn't get overshadowed by the monthly update content.  AltairPL has prepared a second tech demo for his work-in-progress URGE game engine.  Like the previous one, it's not a game demo, but your feedback on it could prove critical for spotting bugs and making improvements to the inner workings!  I'll hand the post over to APL now, who will take it from here!

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APL here!  Since URGE is going on the shelf for the time being while I finish up RPG Maker work for v0.06, I decided to release an updated Tech Demo to get a bit more feedback.

It’s very important to refer to the instructions on how to use the tech demo in "AltairPL’s New Engine Tech Demo (Feedback Needed!)" section of the "April Progress Update!" post. But please, if you want to test either Tech Demo and post feedback comment, please do so in the relevant post; the old version in linked post and the new version in this post.

On the outside, this version works, or at least should work, exactly like the previous one. On the inside, however, there's plenty of changes and I really hope all of them are positive and there are no major issues.

The main difference is that this version uses shaders for all color manipulation. I know that in some cases shaders can lead to various problems, so I'm using pretty old shader language specification, which looks and works great and should be compatible with all relatively new hardware. IIRC, OpenGL and GLSL (shader language) requirements (versions 3.0 and 1.30 respectively) should be around DirectX 10 level (AMD/ATI Radeon HD 2000 Series and newer, nVidia GeForce 8 Series and newer, Intel HD 2000/3000 and newer), which I think is fair, all things considered.

Another major addition is the possibility to change some GFX setting via URGE.ini file located in "bin" sub-folder - there are currently 3 options, which I encourage you to test out:

  • WaitForVSync - should decrease/eliminate tearing, but it may lower performance (shouldn't be noticeable on most hardware) and increase CPU usage.
  • LinearFilteringImages - whether or not to use linear filtering (see below) when images are scaled/rotated by the game engine - dangling head is perfect way to test it out.
  • LinearFilteringScreen - whether or not to use linear filtering (see below) for game screen scaling, as in when game window contents area resolution is different than internal game resolution.

Note on linear filtering: depending who you ask, linear filtering may be perceived as something good or something bad. I personally think it does look better, but a lot of people think that resultant image is way too blurry. I won't argue with them, since not only everyone has different taste, but I think it also depends on hardware. For example, I’m pretty sure that a huge display resolution may cause said excessive blurriness, but I also think that GPU drivers may also make things worse by applying their own filtering by their own, though I was never able to verify this theory. Anyway, back in the day, enabling linear filtering could cause a huge performance drop, so even though I haven't noticed any slowdown myself, I'm leaving it in your capable hands - feel free to comment if and how it works for you.

Old Tech Demo issues that should be fixed in this version:

  • Blurry image should be related to linear filtering - see above for info how to change it.
  • Non-ASCII characters in path to URGE executable should no longer cause crashes.
  • Some other path issues were fixed, but not necessarily ported to loader.

Known Issues - either from old Tech Demo or new ones:

  • F4 full-screen was not fixed since old Tech Demo and may cause various problems, like stretching image, screwing with OS DPI (scale) settings, etc.
  • Rendering is performed when game isn't active/visible; I personally have mixed feelings about it, but I have an idea how to solve this.
  • Windows XP is not supported (and probably never will be)

Anyway, here's the download link to new version. Enjoy and thank you in advance for all kinds of feedback (good or bad).

Comments

Anonymous

When I ran this, my computer crashed and now Windows won't start.

Anonymous

Windows diagnosed itself and restarted, but I am not trying that again.

eromancer

Can you give us more information? What kind of hardware / OS / etc? This is the kind of stuff we are interested in finding before we make a release with the engine :D.

Anonymous

works fine for me: Available renderers: * OpenGL 1 BASE (1.1) * OpenGL 1 (1.1) * OpenGL 2 (2.0) * OpenGL 3 (3.0) * OpenGL 4 (4.0) Renderer init order: 1) OpenGL 4 (4.0) 2) OpenGL 3 (3.0) 3) OpenGL 2 (2.0) 4) OpenGL 1 (1.1) Using renderer: OpenGL 4 (4.0) Shader versions supported: 110 to 400 Enabled Features: 0x00000FDF: - GPU_FEATURE_NON_POWER_OF_TWO - GPU_FEATURE_RENDER_TARGETS - GPU_FEATURE_BLEND_EQUATIONS - GPU_FEATURE_BLEND_FUNC_SEPARATE - GPU_FEATURE_BLEND_EQUATIONS_SEPARATE - GPU_FEATURE_GL_BGRA - GPU_FEATURE_GL_ABGR - GPU_FEATURE_VERTEX_SHADER - GPU_FEATURE_FRAGMENT_SHADER - GPU_FEATURE_PIXEL_SHADER - GPU_FEATURE_GEOMETRY_SHADER - GPU_FEATURE_WRAP_REPEAT_MIRRORED windows 7, i7-3770k, gtx 970, 32gb ram

AltairPL

Thanks! Would you mind telling me how far FPS goes? F2 to display counter in title bar and F7/F8 to change FPS limit.

jin

everything went fine, we are green for liftoff

BearPerson

My laptop (i7-6700HQ @2.6, intel HD 530 / nvidia GTX 980M) goes to ~900FPS on defaults, apparently using built-in graphics. Forced to the beefy GPU it caps out at ~1100 at ~15% usage across 8 cores, so probably maxing out a single thread.

BearPerson

Curiously, there is one behavior difference compared to stock rpgmaker: Keys are sensed differently. I'm running a dvorak layout, and it's picking up A/S/D on the left-hand home row, rather than on the keys that map to 'A'/'S'/'D', where rpgmaker picks them up. Now, I consider this an improvement: Your engine is doing this correctly, rpgmaker is doing it wrong - game controls should go by location, not symbols. However, it might be worth bearing in mind if you ever need to accept text input, or present key prompts to the user - though in my case I'd understand "press S" just fine (actually better, since that's actually printed on the keyboard).

AltairPL

Could you provide a bit more info? Most important to me is the performance (see my reply to Frank above), but additional info like PC specs would be great.

Anonymous

Works fine on my crappy laptop, nothing really to report (Win 10, I5-7200U, 8gb of ram, using the processor's integrated graphic card). The FPS can go up to 240 no problem, after at 480 it starts to slow down with a max of 420~435 FPS, didn't go higher than that.

Anonymous

OS: Windows 7 Pro x64 (German) CPU: i7-6700k @ 4ghz RAM: 16GB DDR4 GPU: GeForce GTX 980 Ti Always ~40.000k RAM usage FPS capped at 144: 3% CPU usage FPS Uncapped: 20% CPU usage with all cores enabled ~5.5k FPS with 1 or 2 cores enabled 7k-max FPS with 3+ cores enabled Game crashes on startup when placed in a subfolder with non-ascii characters No crashes/problems apart from that Available renderers: * OpenGL 1 BASE (1.1) * OpenGL 1 (1.1) * OpenGL 2 (2.0) * OpenGL 3 (3.0) * OpenGL 4 (4.0) Renderer init order: 1) OpenGL 4 (4.0) 2) OpenGL 3 (3.0) 3) OpenGL 2 (2.0) 4) OpenGL 1 (1.1) Using renderer: OpenGL 4 (4.0) Shader versions supported: 110 to 400 Enabled Features: 0x00000FDF: - GPU_FEATURE_NON_POWER_OF_TWO - GPU_FEATURE_RENDER_TARGETS - GPU_FEATURE_BLEND_EQUATIONS - GPU_FEATURE_BLEND_FUNC_SEPARATE - GPU_FEATURE_BLEND_EQUATIONS_SEPARATE - GPU_FEATURE_GL_BGRA - GPU_FEATURE_GL_ABGR - GPU_FEATURE_VERTEX_SHADER - GPU_FEATURE_FRAGMENT_SHADER - GPU_FEATURE_PIXEL_SHADER - GPU_FEATURE_GEOMETRY_SHADER - GPU_FEATURE_WRAP_REPEAT_MIRRORED

AltairPL

Ugh, yeah, that non-ascii/unicode crap will be the death of me :(. Anyway, thanks for the detailed feedback.

AltairPL

We appreciate crappy - helps us to determine how much headroom we still have, so thanks a lot :D.

Anonymous

You're welcome. Don't let this ascii problem bring you down :D Your're all doing one hell of a job! Keep it up.

AltairPL

Thing is that it was a problem with 1st Tech Demo and I've spent a lot of time to fix it. But in the meantime, things changed a lot internally and I simply forgot to retest it... not to mention blunder with loader, which doesn't do a thing to even try handling non-ASCII paths. Ech... life's a bitch ;).

Anonymous

I'll format this like Jan, OS: Windows 10 Home Premium x64 CPU: i7-2700k @ 3,4ghz RAM: 8GB DDR3 GPU: Palit GeForce GTX 760 V-Sync: FPS: 60 GPU: 30% CPU: 19% (Corrected the results after enabling V-Sync) -.- RendererInfo.txt: Available renderers: * OpenGL 1 BASE (1.1) * OpenGL 1 (1.1) * OpenGL 2 (2.0) * OpenGL 3 (3.0) * OpenGL 4 (4.0) Renderer init order: 1) OpenGL 4 (4.0) 2) OpenGL 3 (3.0) 3) OpenGL 2 (2.0) 4) OpenGL 1 (1.1) Using renderer: OpenGL 4 (4.0) Shader versions supported: 110 to 400 Enabled Features: 0x00000FDF: - GPU_FEATURE_NON_POWER_OF_TWO - GPU_FEATURE_RENDER_TARGETS - GPU_FEATURE_BLEND_EQUATIONS - GPU_FEATURE_BLEND_FUNC_SEPARATE - GPU_FEATURE_BLEND_EQUATIONS_SEPARATE - GPU_FEATURE_GL_BGRA - GPU_FEATURE_GL_ABGR - GPU_FEATURE_VERTEX_SHADER - GPU_FEATURE_FRAGMENT_SHADER - GPU_FEATURE_PIXEL_SHADER - GPU_FEATURE_GEOMETRY_SHADER - GPU_FEATURE_WRAP_REPEAT_MIRRORED No Problems at all =)

AltairPL

You missed the FPS part, though :P. Thanks anyway :D.

Anonymous

Norton is going nuts over that executable file... working around it.

Anonymous

OS: Windows 10 Pro x64 CPU: i7-6700 @ 3,4ghz RAM: 16GB DDR3 GPU: ATI HD7770 V-Sync: FPS: 60 GPU: 30% CPU: 13% (Corrected the results after enabling V-Sync) -.- RendererInfo.txt: Available renderers: * OpenGL 1 BASE (1.1) * OpenGL 1 (1.1) * OpenGL 2 (2.0) * OpenGL 3 (3.0) * OpenGL 4 (4.0) Renderer init order: 1) OpenGL 4 (4.0) 2) OpenGL 3 (3.0) 3) OpenGL 2 (2.0) 4) OpenGL 1 (1.1) Using renderer: OpenGL 4 (4.0) Shader versions supported: 110 to 450 Enabled Features: 0x00000FDF: - GPU_FEATURE_NON_POWER_OF_TWO - GPU_FEATURE_RENDER_TARGETS - GPU_FEATURE_BLEND_EQUATIONS - GPU_FEATURE_BLEND_FUNC_SEPARATE - GPU_FEATURE_BLEND_EQUATIONS_SEPARATE - GPU_FEATURE_GL_BGRA - GPU_FEATURE_GL_ABGR - GPU_FEATURE_VERTEX_SHADER - GPU_FEATURE_FRAGMENT_SHADER - GPU_FEATURE_PIXEL_SHADER - GPU_FEATURE_GEOMETRY_SHADER - GPU_FEATURE_WRAP_REPEAT_MIRRORED No Problems at all =)

Anonymous

Last, I also had Fallout 4 crash continuously and it looks like the crash I had trying to run this the first time happened right when UAC kicked in - so entirely my windows installation and not you. Available renderers: * OpenGL 1 BASE (1.1) * OpenGL 1 (1.1) * OpenGL 2 (2.0) * OpenGL 3 (3.0) * OpenGL 4 (4.0) Renderer init order: 1) OpenGL 4 (4.0) 2) OpenGL 3 (3.0) 3) OpenGL 2 (2.0) 4) OpenGL 1 (1.1) Using renderer: OpenGL 4 (4.0) Shader versions supported: 110 to 400 Enabled Features: 0x00000FDF: - GPU_FEATURE_NON_POWER_OF_TWO - GPU_FEATURE_RENDER_TARGETS - GPU_FEATURE_BLEND_EQUATIONS - GPU_FEATURE_BLEND_FUNC_SEPARATE - GPU_FEATURE_BLEND_EQUATIONS_SEPARATE - GPU_FEATURE_GL_BGRA - GPU_FEATURE_GL_ABGR - GPU_FEATURE_VERTEX_SHADER - GPU_FEATURE_FRAGMENT_SHADER - GPU_FEATURE_PIXEL_SHADER - GPU_FEATURE_GEOMETRY_SHADER - GPU_FEATURE_WRAP_REPEAT_MIRRORED

AltairPL

Great, thanks. Could you elaborate about those Norton problems? Which exe was a target? And how have you get around it? If loader (MATM_URGE.exe) was tagged as a threat, you could always browse to bin/win32 folder and start URGE.exe directly.

AltairPL

Phew, that's a load of my mind, so thanks for trusting us and giving Tech Demo another chance. Would you be so kind as to providing max FPS as well?

Anonymous

It was around 5600 with my GTX 1070. Makes me wonder what a 1080 Ti could push.

Anonymous

FPS Max 3200 full-screen windowed FPS Max 4200 at default window size 19% Average CPU utilization Intel i7-4770k at 3.4Ghz 16GB DDR3 nVidia 770 GTX Windows 7 64-bit Ultimate Available renderers: * OpenGL 1 BASE (1.1) * OpenGL 1 (1.1) * OpenGL 2 (2.0) * OpenGL 3 (3.0) * OpenGL 4 (4.0) Renderer init order: 1) OpenGL 4 (4.0) 2) OpenGL 3 (3.0) 3) OpenGL 2 (2.0) 4) OpenGL 1 (1.1) Using renderer: OpenGL 4 (4.0) Shader versions supported: 110 to 400 Enabled Features: 0x00000FDF: - GPU_FEATURE_NON_POWER_OF_TWO - GPU_FEATURE_RENDER_TARGETS - GPU_FEATURE_BLEND_EQUATIONS - GPU_FEATURE_BLEND_FUNC_SEPARATE - GPU_FEATURE_BLEND_EQUATIONS_SEPARATE - GPU_FEATURE_GL_BGRA - GPU_FEATURE_GL_ABGR - GPU_FEATURE_VERTEX_SHADER - GPU_FEATURE_FRAGMENT_SHADER - GPU_FEATURE_PIXEL_SHADER - GPU_FEATURE_GEOMETRY_SHADER - GPU_FEATURE_WRAP_REPEAT_MIRRORED

Anonymous

On computers as of  10/18/2017 at 3:31:14 PM Last Used  10/18/2017 at 3:31:14 PM Startup Item  No Launched  No Threat type: Heuristic Virus. Detection of a threat based on malware heuristics. ____________________________ matm_urge.exe Threat name: Heur.AdvML.B Locate Very Few Users Fewer than 5 users in the Norton Community have used this file. Very New This file was released less than 1 week  ago. High This file risk is high. ____________________________ Source: External Media ____________________________ File Actions File: c:\users\aiwak\downloads\matm_urge_tech_demo_2\matm urge tech demo 2\ matm_urge.exe Blocked ____________________________ File Thumbprint - SHA: Not available File Thumbprint - MD5: Not available

Anonymous

browsing to bin/win32 folder and start URGE.exe directly works.

AltairPL

Says a lot about heuristics, doesn't it? ^^ Probably starting another application is what got it into trouble in the first place. Thanks!

Anonymous

Working fine Core i5 4440 16GB Ram DDr GTX 960 2 GB Available renderers: * OpenGL 1 BASE (1.1) * OpenGL 1 (1.1) * OpenGL 2 (2.0) * OpenGL 3 (3.0) * OpenGL 4 (4.0) Renderer init order: 1) OpenGL 4 (4.0) 2) OpenGL 3 (3.0) 3) OpenGL 2 (2.0) 4) OpenGL 1 (1.1) Using renderer: OpenGL 4 (4.0) Shader versions supported: 110 to 400 Enabled Features: 0x00000FDF: - GPU_FEATURE_NON_POWER_OF_TWO - GPU_FEATURE_RENDER_TARGETS - GPU_FEATURE_BLEND_EQUATIONS - GPU_FEATURE_BLEND_FUNC_SEPARATE - GPU_FEATURE_BLEND_EQUATIONS_SEPARATE - GPU_FEATURE_GL_BGRA - GPU_FEATURE_GL_ABGR - GPU_FEATURE_VERTEX_SHADER - GPU_FEATURE_FRAGMENT_SHADER - GPU_FEATURE_PIXEL_SHADER - GPU_FEATURE_GEOMETRY_SHADER - GPU_FEATURE_WRAP_REPEAT_MIRRORED

Anonymous

Available renderers: * OpenGL 1 BASE (1.1) * OpenGL 1 (1.1) * OpenGL 2 (2.0) * OpenGL 3 (3.0) * OpenGL 4 (4.0) Renderer init order: 1) OpenGL 4 (4.0) 2) OpenGL 3 (3.0) 3) OpenGL 2 (2.0) 4) OpenGL 1 (1.1) Using renderer: OpenGL 4 (4.0) Shader versions supported: 110 to 450 Enabled Features: 0x00000FDF: - GPU_FEATURE_NON_POWER_OF_TWO - GPU_FEATURE_RENDER_TARGETS - GPU_FEATURE_BLEND_EQUATIONS - GPU_FEATURE_BLEND_FUNC_SEPARATE - GPU_FEATURE_BLEND_EQUATIONS_SEPARATE - GPU_FEATURE_GL_BGRA - GPU_FEATURE_GL_ABGR - GPU_FEATURE_VERTEX_SHADER - GPU_FEATURE_FRAGMENT_SHADER - GPU_FEATURE_PIXEL_SHADER - GPU_FEATURE_GEOMETRY_SHADER - GPU_FEATURE_WRAP_REPEAT_MIRRORED my framerate for windowed hovers above and below 1920, but once i go to 3840 it is way lower so i guess 1920 is spot. CPU usage is averaging about 13.5 percent. I cant get fps to display once i go fullscreen. Computer Specs: CPU: i7 RAM: 16GB VRAM: 7908 GPU: AMD Radeon (TM) R9 380 Series .

Anonymous

I'm so sorry. The FPS AVG at 29/30 cycling F8 up to 3600/3840, and with vsync 60

Anonymous

Sorry for latte reaction :) i7 - GF980 - 16Gb RAM. Available renderers: * OpenGL 1 BASE (1.1) * OpenGL 1 (1.1) * OpenGL 2 (2.0) * OpenGL 3 (3.0) * OpenGL 4 (4.0) Renderer init order: 1) OpenGL 4 (4.0) 2) OpenGL 3 (3.0) 3) OpenGL 2 (2.0) 4) OpenGL 1 (1.1) Using renderer: OpenGL 4 (4.0) Shader versions supported: 110 to 400 Enabled Features: 0x00000FDF: - GPU_FEATURE_NON_POWER_OF_TWO - GPU_FEATURE_RENDER_TARGETS - GPU_FEATURE_BLEND_EQUATIONS - GPU_FEATURE_BLEND_FUNC_SEPARATE - GPU_FEATURE_BLEND_EQUATIONS_SEPARATE - GPU_FEATURE_GL_BGRA - GPU_FEATURE_GL_ABGR - GPU_FEATURE_VERTEX_SHADER - GPU_FEATURE_FRAGMENT_SHADER - GPU_FEATURE_PIXEL_SHADER - GPU_FEATURE_GEOMETRY_SHADER - GPU_FEATURE_WRAP_REPEAT_MIRRORED TOP FPS same on full screan and windowed aroud 4900 but when exiting it it freezes

AltairPL

Sorry for late reply as well and thanks for the report. Freezes as in "Stopped responding" or something else? What OS do you use?

AltairPL

Yeah, it was unlocked literally minutes before your comment ^^.

Anonymous

Ye it stopped responding, need to turn it off forcefully. i use Win 10 Home 64bit ofc.

Noodledoodleopolis

I may have been checking a bit too often since MaTM is the whole reason I made a patreon account lol. I was a bit salty/sad mixture.

Anonymous

Available renderers: * OpenGL 1 BASE (1.1) * OpenGL 1 (1.1) * OpenGL 2 (2.0) * OpenGL 3 (3.0) * OpenGL 4 (4.0) Renderer init order: 1) OpenGL 4 (4.0) 2) OpenGL 3 (3.0) 3) OpenGL 2 (2.0) 4) OpenGL 1 (1.1) Using renderer: OpenGL 4 (4.0) Shader versions supported: 110 to 450 Enabled Features: 0x00000FDF: - GPU_FEATURE_NON_POWER_OF_TWO - GPU_FEATURE_RENDER_TARGETS - GPU_FEATURE_BLEND_EQUATIONS - GPU_FEATURE_BLEND_FUNC_SEPARATE - GPU_FEATURE_BLEND_EQUATIONS_SEPARATE - GPU_FEATURE_GL_BGRA - GPU_FEATURE_GL_ABGR - GPU_FEATURE_VERTEX_SHADER - GPU_FEATURE_FRAGMENT_SHADER - GPU_FEATURE_PIXEL_SHADER - GPU_FEATURE_GEOMETRY_SHADER - GPU_FEATURE_WRAP_REPEAT_MIRRORED Running a Fx-6350 processor @ 3.9Ghz with 8GB ram & a R9 390 card. FPS: 2800. The only weird thing is when going true full screen the image stretches, since I'm native 1920x1080p

AltairPL

Thanks! Yeah, that full-screen mode is botched since previous Tech Demo... unfortunately I had no time to deal with it since then. Thanks for the heads up though :D.

Anonymous

Finally had time to run it (sorry for the Delay): Windows 7 i7 930 @2.80 GHz 12 GB RAM NVidia GTX 480 Max FPS: Around ~3000 (Window Mode Memory: 42 K CPU: ~19% Though it did stress 1 core quite strongly (~100%). Another one around 50% and 2 around 25%. So seems to be limited by one thread. GPU: Memory Used 290 MB GPU Load 91% Memory Controller load 50% Available renderers: * OpenGL 1 BASE (1.1) * OpenGL 1 (1.1) * OpenGL 2 (2.0) * OpenGL 3 (3.0) * OpenGL 4 (4.0) Renderer init order: 1) OpenGL 4 (4.0) 2) OpenGL 3 (3.0) 3) OpenGL 2 (2.0) 4) OpenGL 1 (1.1) Using renderer: OpenGL 4 (4.0) Shader versions supported: 110 to 400 Enabled Features: 0x00000FDF: - GPU_FEATURE_NON_POWER_OF_TWO - GPU_FEATURE_RENDER_TARGETS - GPU_FEATURE_BLEND_EQUATIONS - GPU_FEATURE_BLEND_FUNC_SEPARATE - GPU_FEATURE_BLEND_EQUATIONS_SEPARATE - GPU_FEATURE_GL_BGRA - GPU_FEATURE_GL_ABGR - GPU_FEATURE_VERTEX_SHADER - GPU_FEATURE_FRAGMENT_SHADER - GPU_FEATURE_PIXEL_SHADER - GPU_FEATURE_GEOMETRY_SHADER - GPU_FEATURE_WRAP_REPEAT_MIRRORED

AltairPL

Sorry for late reply, and thanks for the feedback :D.