Comments (31)
The stuttering is mostly due to PagedGeometry, which handles vegetation drawing. It's an upstream issue with recent OGRE versions.
As a workaround, enable Impostors Only (low quality) in the vegetation settings then restart the game to fix stuttering.
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Was one of my first ideas, but not related AFAIU. I have graphics set to "Lowest" for testing, and that gives me no trees or grass at all. I know how to cope with stuttering from the old version, and this is a bit different. The graphics look extremely simple, and first the game runs smoothly, but then out of sudden it freezes for multiple seconds. Could still be a kind of stutter, but it doesn't feel sane/justified.
My main problem is the crashes, however. The game is completely unusable. Sometimes even the settings dialog crashes :-(
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Hello, from log I see:
Intel(R) Core(TM) i5-3210M CPU @ 2.50GHz
GPU Vendor: intel
Device Name: Mesa Intel(R) HD Graphics 4000 (IVB GT2)
It is below SR hardware requirements, and I think it'd be hard to run SR there at all.
There is nothing in log telling why it closed / crased.
I suspect maybe something appears on scene and gets loaded, needs more GPU RAM or resources and that's too much?
You could try setting in game.cfg:
game_freq = 82
this was the old value, now it's 160, could use more CPU but works fine for fast CPUs.
And using car = ES, under car1, has less detail than default HI. Turning off ghost, track ghost, also to reduce GPU resources.
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Hmm 10% seems like still cleanup so:
does it crash when you load first track in game after start, or next track after any was loaded already?
Can you load only test tracks without road? e.g. TerrainBig, FluidsBig without crashing?
Hard to say what is crashing load. Hope it's not some resources, I think I fixed that.
How is SR editor? Does it also crash?
Does it change anything if you use in game.cfg: ghost = off
, trackghost = off
, grass = 0.000000
, trees = 0.000000
, water_reflect = off
, water_refract = off
, type = 0
(no shadows).
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It could help to locate crashes if you built from sources, but this is rather quite difficult recently,
and did either run ReleaseWithDebug version through gdb
like here:
https://stuntrally.tuxfamily.org/wiki/doku.php?id=troubleshooting
https://stuntrally.tuxfamily.org/wiki/doku.php?id=compile
or Debug version which would be very slow
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@AsciiWolf How to start SR editor from flatpak?
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If I understand correctly: whether loading a track crashes or not
doesn't seem to depend on what I did before. I can load the first track
without problems any number of times.
Wait so you can load any track, after the game just started?
But loading 2nd track always crashes?
This sounds like my recent issue with resources, but I thought I fixed that.
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The game runs fine with default graphical preset. Setting some of the graphic settings to a higher values causes Stunt Rally 2.7 to crash. This is a known issue, we were already discussing this several times months ago if I remember correctly. Sadly, there is nothing I can do about this. :-/ This is a Stunt Rally or OGRE issue, not a Flatpak one.
@michael-heerdegen You will sadly most likely have to remove the old ~/.var/app/org.tuxfamily.StuntRally
directory. This will cause all your current settings to be lost, but game should work afterwards.
On the other hand, the old 2.6 Flatpak build was also broken and stuck on the ancient 18.08 Freedesktop runtime + had other problems.
@cryham There should be a desktop entry for the SR editor in your menu created by the Flatpak (using sr-editor.desktop).
edit: Although it is strange that some of the tracks do load fine. It is possible that the game crashes for a different reason.
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Okay I'm thinking this could be due to previous version ghosts/ with old cars (3S,360,CT,M3,TC6, N1,S1), that aren't available now but game finds them and tries to load? Cars are loaded first after clean before loading all stuff on track, this could explain crash at 10-20% percent.
If this is the case, you could you try using whole old user dir, and just renaming / removing ghost/
dir?
If it works you can try with ghosts/
but removing only files with any of: 3S,360,CT,M3,TC6, N1,S1 in file name.
For sure records/
and replays/
can stay, also progress*.xml
files can stay.
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Ah I see.
Kind of strange, we have version in current game.cfg
and it should have been replaced on 1st run by newer 2.7 version with game-default.cfg
in game's config dir. Mostly noticable when game changes to small window size on 1st run.
Either way I'm glad it works now.
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Strange. Rhino works for me, no idea why.
Well, it's up to you. I guess no need to investigate further.
Could you upload your old game.cfg settings?
I'd compare with default to check if I see anything that would cause this.
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Well it looks like something bad in our code (VDrift actually), like there were no wheels.
But I fear I don't have the time to deal with this. I am very focused now at doing stuntrally3 with new Ogre-Next.
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multiple-second-long freezes?
I hope it's not vegetation lags, you could try with trees = 0.000000
in game.cfg. If those freezes are still there, then it is a delay when some new objects appears in view, and then it loads meshes, textures etc.
I have seen these on AkkaPadre and MountCaro, but for me that is like 2 times and 1 or so seconds each.
There is no easy way in Ogre to fix this.
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triplanar and anisotropy use a lot of GPU. It gets worse with integrated GPUs I think.
The way to fix these freezes (as I also confirmed on Ogre forum) is by looking around so it loads all objects during loading phase, before game starts.
This is in my todo list.
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