Rhindon's Forum Posts

  • The following results were given via Chrome's gpu info page...

    ...I...uh...really don't know what most any of this means.

    Ashley ... Any suggestions for one very confused Yank?

    Graphics Feature Status

    Canvas: Hardware accelerated

    CheckerImaging: Disabled

    Flash: Hardware accelerated

    Flash Stage3D: Hardware accelerated

    Flash Stage3D Baseline profile: Hardware accelerated

    Compositing: Hardware accelerated

    Multiple Raster Threads: Disabled

    Native GpuMemoryBuffers: Software only. Hardware acceleration disabled

    Rasterization: Hardware accelerated

    Surface Synchronization: Enabled

    Video Decode: Hardware accelerated

    Viz Service Display Compositor: Disabled

    WebGL: Hardware accelerated

    WebGL2: Hardware accelerated

    Driver Bug Workarounds

    clear_uniforms_before_first_program_use

    decode_encode_srgb_for_generatemipmap

    disable_accelerated_vpx_decode

    disable_discard_framebuffer

    disable_framebuffer_cmaa

    disable_larger_than_screen_overlays

    exit_on_context_lost

    force_cube_complete

    msaa_is_slow

    scalarize_vec_and_mat_constructor_args

    texsubimage_faster_than_teximage

    Problems Detected

    Some drivers are unable to reset the D3D device in the GPU process sandbox

    Applied Workarounds: exit_on_context_lost

    TexSubImage is faster for full uploads on ANGLE

    Applied Workarounds: texsubimage_faster_than_teximage

    Clear uniforms before first program use on all platforms: 124764, 349137

    Applied Workarounds: clear_uniforms_before_first_program_use

    Always rewrite vec/mat constructors to be consistent: 398694

    Applied Workarounds: scalarize_vec_and_mat_constructor_args

    ANGLE crash on glReadPixels from incomplete cube map texture: 518889

    Applied Workarounds: force_cube_complete

    On Intel GPUs MSAA performance is not acceptable for GPU rasterization: 527565

    Applied Workarounds: msaa_is_slow

    Framebuffer discarding can hurt performance on non-tilers: 570897

    Applied Workarounds: disable_discard_framebuffer

    Use GL_INTEL_framebuffer_CMAA on ChromeOS: 535198

    Applied Workarounds: disable_framebuffer_cmaa

    Disable KHR_blend_equation_advanced until cc shaders are updated: 661715

    Applied Workarounds: disable(GL_KHR_blend_equation_advanced), disable(GL_KHR_blend_equation_advanced_coherent)

    Decode and Encode before generateMipmap for srgb format textures on Windows: 634519

    Applied Workarounds: decode_encode_srgb_for_generatemipmap

    Accelerated VPx decoding is hanging on some videos.: 654111

    Applied Workarounds: disable_accelerated_vpx_decode

    Overlay sizes bigger than screen aren't accelerated on some Intel drivers: 720059

    Applied Workarounds: disable_larger_than_screen_overlays

    Don't expose disjoint_timer_query extensions to WebGL: 808744

    Raster is using a single thread.

    Disabled Features: multiple_raster_threads

    Native GpuMemoryBuffers have been disabled, either via about:flags or command line.

    Disabled Features: native_gpu_memory_buffers

    Viz service display compositor is not enabled by default.

    Disabled Features: viz_display_compositor

    Checker-imaging has been disabled via finch trial or the command line.

    Disabled Features: checker_imaging

    Version Information

    Data exported 2018-06-07T05:14:00.555Z

    Chrome version Chrome/67.0.3396.62

    Operating system Windows NT 10.0.17134

    Software rendering list URL https://chromium.googlesource.com/chromium/src/+/babbbb5b433370f9a7feeb9f98a57599ad1c4676/gpu/config/software_rendering_list.json

    Driver bug list URL https://chromium.googlesource.com/chromium/src/+/babbbb5b433370f9a7feeb9f98a57599ad1c4676/gpu/config/gpu_driver_bug_list.json

    ANGLE commit id 702006f4a07e

    2D graphics backend Skia/67 78b60f4ff13b83da98ae2bca85aaef0a98b61098-

    Command Line "C:\Program Files (x86)\Google\Chrome\Application\chrome.exe" --flag-switches-begin --enable-webgl-draft-extensions --ignore-gpu-blacklist --enable-features=FontCacheScaling --flag-switches-end

    Driver Information

    Initialization time 565

    In-process GPU false

    Passthrough Command Decoder false

    Direct Composition true

    Supports overlays false

    Sandboxed true

    GPU0 VENDOR = 0x8086, DEVICE= 0x0106 *ACTIVE*

    Optimus false

    AMD switchable false

    Desktop compositing Aero Glass

    Diagonal Monitor Size of \\.\DISPLAY1 15.5"

    DX12 false

    Vulkan false

    Driver vendor Intel Corporation

    Driver version 9.17.10.4459

    Driver date 5-19-2016

    Pixel shader version 4.1

    Vertex shader version 4.1

    Max. MSAA samples 4

    Machine model name

    Machine model version

    GL_VENDOR Google Inc.

    GL_RENDERER ANGLE (Intel(R) HD Graphics Direct3D11 vs_4_1 ps_4_1)

    GL_VERSION OpenGL ES 2.0 (ANGLE 2.1.0.702006f4a07e)

    GL_EXTENSIONS GL_ANGLE_client_arrays GL_ANGLE_depth_texture GL_ANGLE_framebuffer_blit GL_ANGLE_framebuffer_multisample GL_ANGLE_instanced_arrays GL_ANGLE_lossy_etc_decode GL_ANGLE_pack_reverse_row_order GL_ANGLE_program_cache_control GL_ANGLE_request_extension GL_ANGLE_robust_client_memory GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ANGLE_texture_usage GL_ANGLE_translated_shader_source GL_CHROMIUM_bind_generates_resource GL_CHROMIUM_bind_uniform_location GL_CHROMIUM_color_buffer_float_rgb GL_CHROMIUM_color_buffer_float_rgba GL_CHROMIUM_copy_compressed_texture GL_CHROMIUM_copy_texture GL_CHROMIUM_sync_query GL_EXT_blend_minmax GL_EXT_color_buffer_half_float GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_disjoint_timer_query GL_EXT_draw_buffers GL_EXT_frag_depth GL_EXT_map_buffer_range GL_EXT_occlusion_query_boolean GL_EXT_read_format_bgra GL_EXT_robustness GL_EXT_sRGB GL_EXT_shader_texture_lod GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc_srgb GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_rg GL_EXT_texture_storage GL_EXT_unpack_subimage GL_KHR_debug GL_NV_EGL_stream_consumer_external GL_NV_fence GL_NV_pack_subimage GL_NV_pixel_buffer_object GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_compressed_ETC1_RGB8_texture GL_OES_depth32 GL_OES_element_index_uint GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_surfaceless_context GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object

    Disabled Extensions GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent

    Disabled WebGL Extensions EXT_disjoint_timer_query EXT_disjoint_timer_query_webgl2

    Window system binding vendor Google Inc. (adapter LUID: 000000000000ec7d)

    Window system binding version 1.4 (ANGLE 2.1.0.702006f4a07e)

    Window system binding extensions EGL_EXT_create_context_robustness EGL_ANGLE_d3d_share_handle_client_buffer EGL_ANGLE_d3d_texture_client_buffer EGL_ANGLE_surface_d3d_texture_2d_share_handle EGL_ANGLE_query_surface_pointer EGL_ANGLE_window_fixed_size EGL_ANGLE_keyed_mutex EGL_ANGLE_surface_orientation EGL_ANGLE_direct_composition EGL_NV_post_sub_buffer EGL_KHR_create_context EGL_EXT_device_query EGL_KHR_image EGL_KHR_image_base EGL_KHR_gl_texture_2D_image EGL_KHR_gl_texture_cubemap_image EGL_KHR_gl_renderbuffer_image EGL_KHR_get_all_proc_addresses EGL_KHR_stream EGL_KHR_stream_consumer_gltexture EGL_NV_stream_consumer_gltexture_yuv EGL_ANGLE_flexible_surface_compatibility EGL_ANGLE_stream_producer_d3d_texture EGL_ANGLE_create_context_webgl_compatibility EGL_CHROMIUM_create_context_bind_generates_resource EGL_CHROMIUM_sync_control EGL_EXT_pixel_format_float EGL_KHR_surfaceless_context EGL_ANGLE_display_texture_share_group EGL_ANGLE_create_context_client_arrays EGL_ANGLE_program_cache_control EGL_ANGLE_robust_resource_initialization EGL_ANGLE_create_context_extensions_enabled

    Direct rendering Yes

    Reset notification strategy 0x8252

    GPU process crash count 0

    Compositor Information

    Tile Update Mode One-copy

    Partial Raster Enabled

    GpuMemoryBuffers Status

    ATC Software only

    ATCIA Software only

    DXT1 Software only

    DXT5 Software only

    ETC1 Software only

    R_8 Software only

    R_16 Software only

    RG_88 Software only

    BGR_565 Software only

    RGBA_4444 Software only

    RGBX_8888 GPU_READ, SCANOUT

    RGBA_8888 GPU_READ, SCANOUT

    BGRX_8888 Software only

    BGRX_1010102 Software only

    RGBX_1010102 Software only

    BGRA_8888 Software only

    RGBA_F16 Software only

    YVU_420 Software only

    YUV_420_BIPLANAR Software only

    UYVY_422 Software only

    Display(s) Information

    Info Display[2528732444] bounds=[0,0 1366x768], workarea=[0,0 1366x738], scale=1, external.

    Color space information {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL}

    Bits per color component 8

    Bits per pixel 24

    Video Acceleration Information

    Decode h264 baseline up to 1920x1088 pixels

    Decode h264 main up to 1920x1088 pixels

    Decode h264 high up to 1920x1088 pixels

    Encode h264 baseline up to 3840x2176 pixels and/or 30.000 fps

    Encode h264 main up to 3840x2176 pixels and/or 30.000 fps

    Encode h264 high up to 3840x2176 pixels and/or 30.000 fps

    Diagnostics

    0

    b3DAccelerationEnabled true

    b3DAccelerationExists true

    bAGPEnabled true

    bAGPExistenceValid true

    bAGPExists true

    bCanRenderWindow true

    bDDAccelerationEnabled true

    bDriverBeta false

    bDriverDebug false

    bDriverSigned false

    bDriverSignedValid false

    bNoHardware false

    dwBpp 32

    dwDDIVersion 11

    dwHeight 768

    dwRefreshRate 60

    dwWHQLLevel 0

    dwWidth 1366

    iAdapter 0

    lDriverSize 12935296

    lMiniVddSize 0

    szAGPStatusEnglish Enabled

    szAGPStatusLocalized Enabled

    szChipType Intel(R) HD Graphics Family

    szD3DStatusEnglish Enabled

    szD3DStatusLocalized Enabled

    szDACType Internal

    szDDIVersionEnglish 11.1

    szDDIVersionLocalized 11.1

    szDDStatusEnglish Enabled

    szDDStatusLocalized Enabled

    szDXVAHDEnglish Supported

    szDXVAModes ModeMPEG2_A ModeMPEG2_C ModeWMV9_C ModeVC1_C

    szDescription Intel(R) HD Graphics

    szDeviceId 0x0106

    szDeviceIdentifier {D7B78E66-4246-11CF-FE62-2926B7C2C435}

    szDeviceName \\.\DISPLAY1

    szDisplayMemoryEnglish 1760 MB

    szDisplayMemoryLocalized 1760 MB

    szDisplayModeEnglish 1366 x 768 (32 bit) (60Hz)

    szDisplayModeLocalized 1366 x 768 (32 bit) (60Hz)

    szDriverAsse

  • signaljacker - Did that, actually. And yup, there they are. Problem is that the effects, such as the vignette, cover up too much of the HUD layer. Put it on any layer, actually, does not result in anything or the effect is limited to just the objects on that layer. No amount of normal or alternate blending modes makes any significant difference or yield the desired result.

  • Asmodean - Thank you for that. I set it up as you said and the result is the text displaying "canvas2d". I presume this means everything's working. I doubled checked the chrome://flags anyway, and confirmed that my computer is set up to override the software rendering list. The effects work on the mobile version when I use remote preview, but the effects do not load when I preview it on my computer.

  • kindly suggested several effects I try out for my game to try to recreate the image of the GameBoy screen from back in the day...

    However, after applying any effect to the layout, while it shows up in the editor, it does not show up when I start a preview of the game.

    I'm using Google Chrome (everything is up to date and I'm using the latest beta, #103). Though my computer is probably to blame as it's around 4+ years old and does not have a dedicated graphics card. I also have not been able to further update graphics drivers.

    I'm more-or-less naive or ignorant about the finer points of graphics and computers inner workings, but any suggestions or input would be greatly appreciated. Any thoughts? Thank you, all!

  • No...no, they're showing up...Kinda. But I put them on the top-most layer but nothing is showing up clearly... Got some more messing around to do.

  • ...Turns out my computer just doesn't like effects. I can't get them to display in the editor nor in the preview/test.

  • - WONDERFUL! Thank you so much! I will give those a try and see how things turn out.

    I'll let you know the results.

  • I'm working on a mobile game which uses the Nintendo GameBoy's (mostly) monochromatic green palette. With today's high-end computers and cell phones, motion blur on a screen basically is nonexistent and has to be forced if it's a desired effect.

    And that's actually what I'm after. While I'm not seeking a 100% faithful rendering of the GB screen effect, I would like to simulate it to a degree. I was hoping someone could make some suggestions or point me in the direction of one of C3's features to render this effect in-game.

    Thank you in advance for your feedback and help!

    God bless

    (Attached photo is an example of the WIP graphics. Still much to edit.)

  • Ashley, have you SEEN this?!

    fisholith has been BUSY!!!

    I wonder if you can incorporate his work into future updates in C3 somehow...

  • Thank you Ashley and This problem JUST came up suddenly for me, too.

  • GameeApp - WHOOPS! Sorry about that.

  • GameeApp - Unless I just completely MISSED it, you may want to clarify that with the new addon (2.0) you just released, users will need to FIRST remove the old version, restart C3, then add the new one. I had trouble at first with that... Just in case it's not as evident to some people.

  • After a longshot whim, I changed the LOS cone to 2* instead of 1. PROBLEM SOLVED!

    Thank you to anyone who took the time to read my (clearly) long post and who was willing to try to offer help! But I think I got it now.

    If you see any suggestions, though, to help improve what I have here, PLEASE, I could use all the help I can get!

  • C3 game file

    In my game, enemies move around, advancing 24 pixels up, down, left, or right (all movement and character and level design is regulated to this "grid"). During each move segment, it will move a certain number of 24x24 blocks (Pathfinding is not used). Contained with each enemy are four sprites - I call them "MoveChecks" - that represent one of those four directions. MoveChecks also hold the Line Of Sight behavior with a 1* cone which faces one of the four directions.

    I'm using the MoveTo addon behavior, but even when the enemy moves exactly side-by-side to a solid wall object (no overlap), it causes the enemy to stop even though there's no direct collision. So the MoveCheck objects check if they are overlapping a wall and prevent further movement in that direction.

    When a MoveCheck catches sight of the main character, Buster, it is supposed to charge ahead in that direction (later I will restrict LOS to only the direction the enemy is facing).

    If Buster is more than a single block away and the enemy moves into the same row or column (establishing LOS), then the enemy moves quickly in the direction of Buster.

    However, if Buster is exactly one square away to an enemy's corner (ie: top-left) - so, 24-pixels up and 24-pixels left - and the enemy moves up or to the left so to be in direct linear alignment with Buster, the state of the enemy will change to its proper "Attack" state, but won't actually charge in the proper direction until it is one cell father in the direction it was moving when it first caught LOS of Buster.

    So if the enemy is moving to the left and is DIRECTLY below Buster, establishing LOS, it will continue to move one more cell to the left THEN dash upwards towards (rather, PAST) Buster.

    I have tried adjusting the Pin position of my MoveCheck objects relative to the enemy they're contained with. I've resized them. But this is the one issue I cannot overcome. It works EXCEPT for close proximity. I have a feeling that it has to do with how LOS behavior checks for actual LOS of an object but I'm not sure.

    Can someone please examine my event lines and help me identify (or even solve) the problem area?

    Thank you so much. (And sorry for the lengthy explanation. I was trying to make the case understandable.)

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  • Asmodean - AH! Thank you for the confirmation. Greatly appreciated.

    Have a great day!