Game not running on the GPU?

Discussion and feedback on Construct 2

Post » Sat Aug 16, 2014 11:49 am

Just to be sure I understand clearly, NV are nerfing performances on some programs for reasons that are wrong, and WE should work around that?

They did not do a good job, and they choose to do it that way, they are the ones that should do something about that since every workaround you could do would go currently against their decisions and so will be countered everytime until they change it themselves.

I would say complain to them, but do not try to overwrite their choice, not worth it + not your job + you will be supporting a platform that does not try to support you anyway, since they are doing the exact opposite currently.
Game design is all about decomposing the core of your game so it becomes simple instructions.
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Post » Sat Aug 16, 2014 2:18 pm

The thing about game development is that you as the developer are guaranteed to be blamed for poor performance on good machines. This will be a support nightmare.

There doesn't seem to be any way AT ALL to override NVIDIA's cleverness when it comes to nw export.

EDIT: Actually, you CAN override it by taking the same steps to override Chrome. It's a lot of steps to ask of the end user though, and no way to detect when to inform them that they will need to do this.
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Post » Sat Aug 16, 2014 3:51 pm

I thought nVidia only prevented you choosing discrete GPU for browsers, and node-webkit executables were unaffected. As in, a node-webkit export might default to integrated GPU, but you could at least choose discrete GPU for it. The point of my blog post was it wouldn't even let you choose the discrete GPU for browsers! The option would be greyed out. Are you saying it's still greyed out for node-webkit exports as well?
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Post » Sat Aug 16, 2014 4:27 pm

@Ashley oh, I see. Chrome wasn't greyed out for me, I was able to manually change the settings for it fine.

So I guess the consensus is it IS possible to override but I still believe it will be a support nightmare.
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Post » Sat Aug 16, 2014 7:00 pm

One idea which comes to mind is to have a 'performance test' built into the game. This is something I'm doing in my current title.

For example, in my game, if you go under options/graphics, there's an option for high/med/low...and auto. Auto will spawn a couple test sequences, testing logic and gpu performance by measuring the fps avrg.

Of course, you could make this transparent by running these tests during downtime (intro sequence, title screen, level loading, etc).

Since you can't directly tell what hardware the game is running on, you have to approximate. Running a logic test -- some sort of arbitrary algorithm, escalate a loop until the fps declines -- and then a graphics test -- spawn sprites and animate them til fps declines -- would give you a measure of the discrepancy between the two. High logic/low gpu could mean iGPU...or it could mean malfunctioning drivers. So, in that case:

'You have integrated graphics don't you? If not, something is wrong...if you have a laptop and a nVidia GPU, you might want to google "nvidia optimus problems".'

PC gaming has always been a PITA...just gotta keep working around it...
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Post » Sun Aug 17, 2014 12:18 pm

sqiddster wrote:@Ashley oh, I see. Chrome wasn't greyed out for me, I was able to manually change the settings for it fine.

So I guess the consensus is it IS possible to override but I still believe it will be a support nightmare.


I think it will be ok as long as you are very clear about it in your game site, description or the included Readme.txt etc.

Luckily its true, PC gamers are used to requiring a bit of tweaking, especially with drivers and whatnot. I'm not sure about MAC gamers though. :p
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