MegaGlest Forum
Archives (read only) => Glest Advanced Engine => General discussion => Topic started by: tomreyn on 31 March 2011, 16:00:25
-
Hi folks,
I was looking into tweaking my configuration a little so that GAE would run a bit faster on my Intel GMA. Is there any documentation of glestadv.ini available?
It would also be good to know which values are supported there and which are known to cause trouble in some configurations.
For MG, Softcoder has documented this at http://wiki.megaglest.org/INI (http://wiki.megaglest.org/INI) (though this is somewhat outdated now since this document refers to 3.4.0 and there were several changes since, mostly if not exclusively added properties, I think).
Thanks...
-
Oh god... Please don't tell me you're setting up a wiki too... More stuff to copy to our wiki. Really, let's just use one nice, convenient source, regardless of what you stand for.
I'll try and make a page when I get some time, though I have a shortage of that at the moment so it may take a bit.
-
If you click on the link it just redirects to https://docs.megaglest.org/MG/INI so there's no need to create another page. :P
As for GAE you could look at source/game/config.db (http://glestae.git.sourceforge.net/git/gitweb.cgi?p=glestae/glestae;a=blob;f=source/game/config.db;h=bc8932ada470a90e31f88c32e3e81a9438b65fc6;hb=HEAD) in the git browser for the defaults and min/max values. There's not too many that you could change from the default to improve speed. renderShadowTextureSize (change to 256 or 128 or 64). renderFogOfWarSmoothing (to false), renderDistanceMax (to smaller value) and making the resolution smaller are the only options that come to mind.
-
Thanks for the hints, hailstone, these helped a little.
-
Oh god... Please don't tell me you're setting up a wiki too... More stuff to copy to our wiki. Really, let's just use one nice, convenient source, regardless of what you stand for.
I'll try and make a page when I get some time, though I have a shortage of that at the moment so it may take a bit.
Oh god...why don't you click on the link first... ;)
Anyways, as Hailstone said it's just a redirect.
I thought the Glest Guide had a documentation of glestadv.ini...right?
-
Oh god...why don't you click on the link first... ;)
Anyways, as Hailstone said it's just a redirect.
How embarrassing for me. :P
I thought the Glest Guide had a documentation of glestadv.ini...right?
It does, but probably a version or two outdated, and would have to be massively redone for the wiki, as it's not really copy-pasteable.
-
I thought the Glest Guide had a documentation of glestadv.ini...right?
It does, but probably a version or two outdated, and would have to be massively redone for the wiki, as it's not really copy-pasteable.
Oh. I thought it was 0.3.2. Well, that's the main problem if you want to convert all your Glest Guide pages to the wiki :-X This is getting off topic, but perhaps if the teams gets control of Glest.org, perhaps we could use that.
-
I thought the Glest Guide had a documentation of glestadv.ini...right?
It does, but probably a version or two outdated, and would have to be massively redone for the wiki, as it's not really copy-pasteable.
Oh. I thought it was 0.3.2. Well, that's the main problem if you want to convert all your Glest Guide pages to the wiki :-X
I'd only be converting minor parts though... Like I said, the GG was going through a major remake, which is now abandoned, so everything will be rewritten from a neutral point of view.
-
Hi folks,
I was looking into tweaking my configuration a little so that GAE would run a bit faster on my Intel GMA. Is there any documentation of glestadv.ini available?
Hey tomreyn, apart from what hailstone has already said there is little I can add in regards to ini settings, starting the game with '-test tr2' will get you the new terrain renderer, which is much faster, and known to be stable... on small-to-medium sized maps ;)
The fact that assert()s are being compiled in on 'release with debug' on linux is probably the biggest problem, we/I assert like crazy (RelWithDebInfo on windoze does not compile in asserts), so a lot of the newer code is probably running quiet slowly on such builds. Obviously a 'full blown' release build (-DCMAKE_BUILD_TYPE=Release) gets around this, but that is not ideal atm.
I need to fix build for linux in the widget branch, while I'm at it I'll look at tweaking CMake files so those asserts don't get included in release with debug builds.