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About davidfarrell

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    Super Action Beard
  1. That's a great question! The answer is that performance is much more complex than what graphical features consume the most shader cycles. That being said, I can give you some back-of-the-envelope guidance. The Cave is mostly (but not always) GPU bound, and here are the options sorted roughly in order of importance: - First, adjust your resolution. Rendering fewer pixels is one of the most direct controls over framerate (unless you are CPU bound) - Shadows are usually the most expensive (will help the CPU quite a lot, and the GPU a bit) - High quality effects are next (mostly for GPUs, especially if they are bandwidth starved like many laptops) - SSAO and DOF are next - Bloom and FXAA are cheap to render and add a lot to the look of the game, but can help a bit in a pinch. SSAA, the final option in the visual settings, should be enabled with care. It's off by default, and enabling it turns on 4X super sampling, which effectively multiplies your resolution by 4. Many desktop GPUs from the last couple of years can actually handle that, but it definitely hurts performance. I hope that helps. It's important to realize, though, that it *is* very difficult to answer the question of what graphics options are best to disable. Not only does it vary from machine to machine, but it's also an aesthetic call. You might want to turn off all options, but use high quality antialiasing. And in terms of shader cycles, are you referring to pixel shader cycles? Vertex shader cycles? Texture fetching? And GPU performance is only half of the story-- what if you are CPU bound? Is it the rendering thread? Overhead in the GPU driver? The performance characteristics of various PC configurations differs dramatically. A Dell laptop with a Ivy Bridge integrated GPU performs very differently from a retina Macbook with a discrete GPU, an old desktop CPU from behaves differently from a new desktop CPU, maybe you've upgraded your GPU but have a CPU from a couple of years ago, maybe you are running an Eyefinity display at 5760x1080 and maybe you're running a laptop at 1366x768, etc. With consoles/fixed spec devices, we actually do carefully measure performance and make the appropriate tradeoffs for that platform. That's difficult to do on a PC, though not impossible-- we could measure your machine's performance in various areas, and use settings appropriate for that performance profile. However, most PC games (and when I say PC, I mean Win/OSX/Linux/etc) empower the user with options that they can customize themselves. And, writing software to measure performance and setting configuration options automatically is nice, but it takes engineering time-- and would you rather us spend time on that, or on porting the game to different platforms? And, as I mentioned earlier, there's also an aesthetic component of what graphics settings you find most important.
  2. We just pushed another patch that fixes the new SSAA option for OSX, so it should be safe to turn it back on.
  3. I'm glad you found the file, even though I had my operating systems mixed up
  4. Hmm. I'm sorry to hear that. Could you share any info on your machine so we could try to track down the problem? To disable supersampling without going through the in-game settings, you need to either edit your preferences file, or just erase it. Go to wherever %APPDATA%\Doublefine\TheCave (which is probably C:\Users\[your login name]\AppData\Roaming\Doublefine\TheCave). Then, either erase the prefs.dat file in that folder, or open it with a text editor and change the "SSAA=1" entry to "SSAA=0".
  5. To be sure, SSAA support will be patched into Windows/Mac/Linux, not the consoles.
  6. SSAA is coming for The Cave soon! We're putting together a patch that includes SSAA support. The Cave running at 3840x2160 (1920x1080 at 4X SSAA) looks pretty good, IMHO. This time, it will be a first-class citizen, implemented as a checkbox in the visual settings. No need for obscure command line flags, although those still work, too. Cave was branched from the Buddha engine before the SSAA work in Stacking and Iron Brigade were integrated back to Buddha.
  7. Hmmm..... Do the other prototypes render correctly, but Black Lake doesn't? That screenshot does indeed look like something other than the MSAA setting. Black Lake's renderer is different from the other prototypes because we changed the deferred renderer to use four multiple render targets. Of course, your best bet is to be sure that you are using the latest drivers for you graphics chip. Sounds like you already checked that, but the screenshot you posted does look like a driver issue. Could you tell me what graphics chip is in your laptop? If you are using Steam, you can find out with Help... System Information. Another way to find out is to run Microsoft's dxdiag tool, or look in your device manager page. Some of the older Intel integrated graphics chips support only one render target, which isn't going to be sufficient for Black Lake.
  8. That looks like you have multisample antialiasing (MSAA) forced on. Go to your GPU's control page and be sure that "Use Application Settings" is checked everywhere, and you aren't forcing MSAA on. For an AMD card, you can find those settings by right-clicking on your desktop, selecting Catalyst Control Center, and looking at your 3D settings. Thanks for the screenshots-- based on those, I'm almost certain that the driver is forcing MSAA on, and our engine is incompatible with MSAA.
  9. Shimrod, you might try these steps: http://disneyinteractivestudios.custhelp.com/app/answers/detail/a_id/3528/~/disney-tron:-evolution---creating-an-offline-profile-for-games-for-windows-live When you create a new profile, you have to scroll down to the bottom of the window, and there's a link to create a local profile.
  10. It's distributed through Steam; it's published by Microsoft, so it also uses Games for Windows Live. It supports XB360 gamepads, non-360 controller gamepads, and mouse/keyboard.
  11. I see what you mean. If Microsoft updates GFWL, then yes, it will require an update-- we don't have any control over that. But at least any updates we make to Iron Brigade will go through Steam, not GFWL.
  12. After you download from Steam, you'll need to activate the game once through GFWL. After that, you'll be able to play single player in offline mode. Multiplayer sessions start through GFWL, though, so for that you'd need to be logged in. I actually tested playing the game without a network connection at all, so you should be able to play Iron Brigade PC on a plane, boat, desert island, Mars, etc. Any patches/updates will be delivered through Steam, not GFWL, and you can control whether to let Steam apply automatic updates or not (but I would recommend you let Steam automatically update Iron Brigade for you).
  13. Yes, Iron Brigade PC does indeed have an adjustable FOV. There's a slider in the graphics settings page on the PC.
  14. We just sent updated min/recommended specs to Valve to post on Steam. They should show up soon. We took a pass at both Costume Quest and Stacking. Thanks for your help!
  15. Hi Jensend, First, I apologize if I gave bad technical advice! Thanks for pointing out these issues. I'm impressed you spent so much time looking at Costume Quest on different machines and writing up your thoughts. It does indeed look like the min spec GPU memory requirement is too high; that should be 256 MB. It might be possible to go down to 128 MB on some cards, but let me explain a bit about how we arrived at the min spec. The minimum specs were based on tests made in an external compatibility lab. They ran Costume Quest on around 40 different computers ranging from low- to high-end configurations. We looked at that, found the machines that ran Costume Quest at 20 FPS at 1280x720, and based our min spec on that. Also, we really don't want to frustrate or anger our customers; if we have to be inaccurate, we'd rather err on the side of caution (higher min specs). It's frankly *really* difficult to step back in time and figure out what cards are equivalent to each other from six+ years ago. We don't have every graphics card ever made, and in fact, our in-house selection is pretty limited. I thought that the 7600GS was a low end card for its day, and the X1300 was roughly equivalent. Is there any good documentation on the web about which cards are equivalent to which other cards? Of course, that's a tricky question to answer on the best of days-- which benchmark do you use to compare cards? Does that benchmark have the same performance characteristics as Costume Quest? It sounds like the min specs you'd suggest are: Video Card: GeForce 7600GS, Radeon X1600, Intel HD Graphics with 256 MB of VRAM Processor: 1.3 GHz Core 2 Duo or equivalent Does that match your findings?
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