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April Progress Update!

🕑 Added 2017-04-01 20:42:24 +0000 UTC
April Progress Update!

Comments

AltairPL

No problem... happens to the best of us ^^. That's a load off my mind, so thank you for testing it again.

Panthear

Ups.. my bad. Yes it was the Graphic driver. I am a little ashamed that I forgot to update it. After update everything runs fine: 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

I finally had some time to do some research on the Intel GPU issue, and I'm pretty sure that used GPU drivers are to blame. Not only older driver versions had limited Shader Language support (similar to 1.10-1.30 you reported), but also with newer drivers OpenGL 4.0 should be supported as well. I would appreciate if you could update your Intel GPU drivers and try the Engine Tech Demo again.

That's how I've been playing MATM this whole time so I figured I'd give it a shot :)

AltairPL

I wasn't expecting someone will try running it under Wine, so thanks for this :D

Linux 64-bit using Wine 1.9.20, 16GB RAM, AMD Phenom II X4 960T, GTX 970 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 It all ran fine for me, with no graphical issues or lag.

AltairPL

Thanks. I already know the reason for the XP issue, since I've read about it some time ago, but not counting one convoluted workaround I have nothing solid on it yet. No idea yet what's the cause and fix for Intel HD issue. I'm kinda busy with another problem I have, but I'll try to do some research and do something with those two - thanks again for reporting them.

Panthear

O.k. 32-bit Windows XP No go: "The procedure entry point _gmtime64_s could not be located in the dynamic link library msvcrt.dll". I assume that is expected, so no measurements from older envs.... ;) PS: Images about the "X" sent.

AltairPL

Wow, that's just awesome, thank you very much :D. "No problems (except that the ESC key on QWERTZ did the same as the X Key)" That's normal. Hardware keyboard layout is used instead of a software one, but RPG Maker mappings are already implemented, and by default those two keys are assigned to the same "virtual button". "Interestingliy the Color/Tone/Opacity for the figures was not over the figure, but more like an "X". So one like 4 different colors of Red" Would you be so kind as to take a screenshot and upload it somewhere or send it to eromancergames@gmail.com ? "PS: I could also try it on an even older Laptop with WinXP, if interested...." You'd be my personal hero, at least for a while, if you could ^^.

Panthear

Win7 64bit, 12GB RAM, i7 930 (2,8 gHZ), GTX 480 => Max FPS on 1920x1080: approx 2500 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 (except that the ESC key on QWERTZ did the same as the X Key) Win 7 64bit, i5-3320M, (2,6 gHZ), Inttel HD Graphics 4000 => Max FPS on 1920x1080: approx 258 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 3 (3.0) Shader versions supported: 110 to 130 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 Interestingliy the Color/Tone/Opacity for the figures was not over the figure, but more like an "X". So one like 4 different colors of Red PS: I could also try it on an even older Laptop with WinXP, if interested....

Panthear

Hi,

AltairPL

Sorry for the spam, but I think I figured out what the problem might be - make sure that tech demo is in path with Latin characters only... that means no diacritic signs, kanji and similar characters, etc. I'm working to fix this, but most likely we won't be reuploading the tech demo, so if you want to test it, please move it to folder like "C:\MATM URGE Tech Demo". Once again sorry for the spam, inconvenience and thanks for reporting it.

AltairPL

Erm, I just had the same exception message, but I was doing some crazy shit at the time. Anyway, I did some more testing after that and I can add one more thing for you to try: 5. If you're using shortcut to start the tech demo, make sure that "Start in:" field points to the tech demo folder or try running the tech demo executable directly (without a shortcut).

I doubt it unfortunately. The story has consumed nearly all of my time since February.

AltairPL

You're the first person to report this. No idea why it doesn't work, but I would really like to know. File mentioned in the error message is included in the archive and I see no reason why opening it could fail. Would appreciate if you could try the things below and tell me if something helped: 1. Check if all files from the archive are present in the tech demo folder, especially said "tests.rb" file. You can try extracting all files from the archive again, either way. 2. See if there's "RendererInfo.txt" file in the tech demo folder (created by the tech demo). If not, folder in which tech demo resides may have restricted read/write permissions. Try moving/extracting tech demo to a different folder - some system folders like "Program Files" are a big no-no. 3. Even if file from point 2 is in the tech demo folder, try moving/extracting tech demo folder elsewhere anyway. 4. It shouldn't be causing any troubles, but you can try temporarily disabling anti-virus protection for the duration of extracting tech demo archive and running the tech demo itself. I'm out of ideas, so I really hope one of the above will fix your problem.

Purple Witch

Hello! I had this exception (and I couldn't load other commens and see if I was the only one. <a href="http://imgur.com/a/utvRl" rel="nofollow noopener" target="_blank">http://imgur.com/a/utvRl</a>

AltairPL

Thanks for the report. There's just too many settings to list them all, but you can change the internal resolution with Graphics.resize_screen([width], {height}) - it's recommended to put it at the very beginning of the file, since image positions are calculated from it. Also do note that this will not change size of the window itself (you'll have to resize it by hand) and that the images will retain their sizes, so there will be a lot of black/blank spaces (especially near background image). Have fun ^^.

Victor Alvares

Hi, here is my pastebin - <a href="https://pastebin.com/pCM0i8am" rel="nofollow noopener" target="_blank">https://pastebin.com/pCM0i8am</a> Could you please give a short guide on how to play with the values in tests.rb file. I am interested in resizing the screen and checking with the native aspect ratio of the screen.

Do you think V0.06 will be realeased by the end of this month?

AltairPL

Thanks. And yeah, I should probably set some kind of minimum size. P.S. AMD FTW :D

AltairPL

Thank you for clarification on both points, much appreciated.

dudman

Right, I did that and the F4 seems that it follows Screen resolution settings, also for the AZERTY side note, well, it reacts like if the keyboard was a querty one(Just a little disorienting at first but with the little image you posted, it was easily to overcome, so I suggest no changes on that part)

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 OS: Windows 7 MB Chipset: AMD 990FX GPU: Radeon R9 290 4GB GDDR5 CPU: AMD FX 8320E RAM: 16GB MAX FPS ~3200/3840 Both Full screen buttons work as expected. Window resizing works without issue. Just a note that there is a minimum window width but no minimum window height. All buttons presses return expected actions on QWERTY

AltairPL

Hehe, yeah, it does that ^^. But, in this case, those ish numbers are what's I was after. Thanks :D

Yuni Hermit

I had not tested that. It was 4 am and I forgot. xD But I tested it just now. No, when I press F8 a bunch to raise the frame rate, it spikes rapidly. At my max setting (7 thousand something), it bips between 630-ish to 650-ish, numbers flashing too fast to read. On another note, this makes the corruptor head split up into multiple visible after-images in a hilarious manner!

AltairPL

Laptop name is enough - I'll look it up if I need the specs, so don't worry. Just to clarify, does FPS stays at 60 when you press F8 to raise the FPS limit, like "60/120" or haven't you used F7/F8 keys?

Yuni Hermit

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 I don't know... what info to give you.... I'm on an Aspire v17 Nitro, Black Edition laptop... everything works as intended. Are there specs I can look up that you need? My framerate stays at 60 fps, window resizes, fullscreens, etc properly. Corrupter head swings, and I can make Neon and Malice do the Lightswitch Rave successfully, if you get what I mean by that. Uhm, I'm running windows 8.1, and it runs perfectly fine like this, even when the laptop is on battery instead of power cord. So... yeah. That. My resolution on my screen is 1920 by 1080. I use a QWERTY keyboard, so everything works normally like in the description. Also if my laptop adds one more typo to this with that damnable wrist-sensitive touchpad I'm throwing it out a window.

AltairPL

Thank you :D

Stran

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 hovers above and below at 480 , 960 at almost the same rate. F3 toggle works, F4 toggle works but i feel like the overall quality looks less brighter when i compare to using F3 toggle. Computer Specs: CPU: i7 RAM: 16GB VRAM: 7908 GPU: AMD Radeon (TM) R9 380 Series . other tech demo functionality works for all the keys i pressed.

AltairPL

While replying to dudman I remembered I forgot to address this issue. I'm pretty sure that F4 issue may be caused by the Display or graphics card driver setting. You could try changing desktop resolution to non-widescreen one to see what happens. F3/F4 keys are only for testing purposes - depending on the outcome of the tests we may use only one of them (most likely F3 one) or make it an option - internally switch between them will still go through the window stage.

AltairPL

Oh, and I'm pretty sure that F4 issue may be caused by the Display or graphics card driver setting. You could try changing desktop resolution to non-widescreen one to see what happens.

AltairPL

Thanks :D. Can you just tell how the keyboard works? Like described in the post or differently?

AltairPL

Thanks :D

dudman

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 particular issues besides the F4 widescreen option stretches out the image (Minor side note, I use a French AZERTY Keyboard)

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 440 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 issues or crashes

AltairPL

Keyboard layout: At this stage it is an unpolished crap ;). As I've said in the post though, keyboard handling is not set in stone and may change sooner or later. Considering there's basically no way to configure the keyboard input at the moment, I thought this will be better idea for now, since keys are in the same place for QWERTY, QWERTZ, AZERTY, etc. Source code: I don't want to go into details on this, but there's a lot of reasons why I don't want to make the code public. This may change with time, but it's distant future, relatively speaking. Issue tracker, on GitHub or anywhere else, will certainly come in handy, so I should probably start thinking about it at least. Issue 1: I get the feeling some GPU drivers may actually make things worse. That said, scale filtering method is hard-coded for now, but it will be a user setting at some point. Issue 2: This one is known, to me at least. Issue 3: It's kinda the other way around really, I think. Right hand side of the FPS counter, loosely called FPS cap/limit in the post, is in fact the cap of the game clock - most likely it will be set to constant 60 in the game proper, but for the tech demo it had to be variable to allow getting max attainable FPS. I am aware that there are better solutions for game/render update speeds, but this is one of those things I had to do with RPG Maker compatibility in mind, and I would very much like to change it to something better in the future. Issue 4: Good to know, thanks. This is one hell of a feedback, thank you very much :D.

AltairPL

Thanks :D

AltairPL

It most certainly is not a joke ^^

AltairPL

Patreon UI is really wonky sometimes, so I always write patreon comments in text editor and just paste it to comment box when it's ready... saves a lot of trouble and nerves. Anyway, thanks for the report.

lolred

As someone who uses a non-typical keyboard, a game not supporting my layout is an immediate sign that it's unpolished crap. Fine for a free online game, DEFINITELY NOT FINE for a paid game. AltairPL: would you be down to put your code on GitHub? Since we're paying for it, I'd like to get to tinker with it. At the very least you should open an issue tracker there. Specs: Surface Book 1 with GeForce 940M dGPU, 3000x2000 screen, 8GB RAM, Windows 10 Insiders build 15063.11. The demo works as expected, I'm getting &gt;400FPS fullscreen. Issue 1: lot more blurry than the reference image. Issue 2: rendering doesn't stop when the game engine isn't visible. (This eats my battery.) Issue 3: the game clock (as demonstrated by the head pendulum thingy) is tied to FPS. VERY BAD. Issue 4: going in and out of full-screen mode screws with OS-level scaling. Repro: 1. Go to Settings -&gt; System -&gt; Display -&gt; Scale and Layout, set "Change the size of text, apps, and other items" to 200%. 2. Open Chrome. 3. Open URGE demo. 4. F4 into fullscreen, F4 out of full screen. Expected behaviour: Chrome looks exactly the same. Actual behaviour: Chrome scaled down. Workaround: go back to settings and reset scaling. Renderer info: 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

Cereliona

RendererInfo: 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 All functions worked correctly, no crashes, Processor: Intel(R) Core(TM) i5-3210M CPU @ 2.50GHz, 2501 Mhz, 2 Core(s), 4 Logical Processor(s) GPU: NVidia GeForce 640M Memory: 6GB Ram Ran at 60 fps in windowed, windowed fullscreen, and fullscreen.

Username159

You picked a bad day to upload a status update.

Olinn

all window and tech demo functionality worked as described.

Olinn

CPU: AMD Radeon A6-5400K APU with Radeon(tm) HD Graphics 3.60 GHz. [] RAM: 8,00 GB (7,46 GB usable) [] GPU: AMD Radeon HD 7540D [] VRAM: 4,00 GB

Olinn

i got no crashes and no error prompts.

Olinn

both full screen modes worked, though the non-window one stretched the image sideways on my 1920:1080 screen. also, swapping from one type of full screen mode to the other required going back into normal window mode as both F3 and F4 de-full-screened the tech demo regardless of which full screen mode was active.

Olinn

displayed FPS values started fluctuating at 480 FPS and never reached 600 FPS despite the frame rate obviously increasing.

Olinn

reference image and tech demo window (reference image on the left, tech demo on the right) i see no difference: <a href="http://imgur.com/a/W2a5T" rel="nofollow noopener" target="_blank">http://imgur.com/a/W2a5T</a>

Olinn

my single long comment feedback seems to not have gone through, so i'm going to break it up into separate comments. render info text: <a href="http://imgur.com/a/RMMmr" rel="nofollow noopener" target="_blank">http://imgur.com/a/RMMmr</a>


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