When Release Notes (for patch 1.2) are too... technical

Post » Wed May 16, 2012 1:10 am

The http://www.gamesas.com/topic/1341651-rage-12-patch-release-notes/ with the rlease notes was closed, so I have to start a new topic.

Can anyone tell me what these changes mean, like for example UBOs?
- Fixed crash from potentially having stale transcode jobs in flight when switching between texture cache sizes.
- Fixed crash from using SIMD optimized memcpy with a PBO pointer that is not 16-byte aligned.
- Fixed lack of texture detail on parts of the screen at high resolutions due to limited feedback anolysis buffer.
- Fixed thread stack space usage and freed up 700 MB of virtual address space.
- Re-enabled UBOs.

thanks!
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Emilie Joseph
 
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Post » Wed May 16, 2012 3:50 am

Does anybody know will this new patch add support for SSE processors Athlon xp 3000?
Thx
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Robert Jackson
 
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Post » Wed May 16, 2012 11:47 am

Those are probably the best release notes I've ever read. Not only did they say what was changed, but in plain language they stated what actual effect the change has to the game, how it functions, and what the limitations are.
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R.I.P
 
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Post » Wed May 16, 2012 5:39 am

The game should already support SSE out of the box, but be advised that a lot of what it does (at least in the really important places where this would matter) is going to be done on your graphics card, where CPU features are completely irrelevant.

A UBO is a method of uploading large chunks of data to video memory in one operation. Video cards like getting a small number of large chunks of data (as opposed to a large number of small chunks of data) and there are several different types of data that can be sent. What a UBO is suitable for is data that is not textures but is common across multiple objects in a scene - such as positions of lights and things like that.

The SIMD thing is just a method of copying memory around faster. Normally that kind of thing is a case of "you can get more speed but you need to play by the rules" - it seems that id didn't play by the rules there.

Switching between different texture cache sizes will mean throwing out a lot of old data and rebuilding it. If a job is currently operating on the old data, and if the data is thrown out but the job is left run, then bad things might happen.

Not sure about the feedback anolysis buffer thing as I've never used (i assume) transform feedback in OpenGL.
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Chantelle Walker
 
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Post » Tue May 15, 2012 10:36 pm

The game should already support SSE out of the box, but be advised that a lot of what it does (at least in the really important places where this would matter) is going to be done on your graphics card, where CPU features are completely irrelevant.
....

Wow, thanks for thoroughness. I just want to load Rage on low in 800*600. Version of this previous engine in Wolfenstein 2009 is not supporting SSE processors.
Could, someone test or debug Rage to figure it out if SSE processor will run it ? I don't know how.
If I order it on steam, will I get update 1.2 included?
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Samantha Wood
 
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Post » Wed May 16, 2012 4:25 am

The http://www.gamesas.com/topic/1341651-rage-12-patch-release-notes/ with the rlease notes was closed, so I have to start a new topic.

Can anyone tell me what these changes mean, like for example UBOs?
- Fixed crash from potentially having stale transcode jobs in flight when switching between texture cache sizes.
- Fixed crash from using SIMD optimized memcpy with a PBO pointer that is not 16-byte aligned.
- Fixed lack of texture detail on parts of the screen at high resolutions due to limited feedback anolysis buffer.
- Fixed thread stack space usage and freed up 700 MB of virtual address space.
- Re-enabled UBOs.

thanks!

Please talk for your self ... too much in this area is nothing negative.

These are the best release notes you can get.
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Matt Bigelow
 
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Post » Wed May 16, 2012 7:10 am

The http://www.gamesas.com/topic/1341651-rage-12-patch-release-notes/ with the rlease notes was closed, so I have to start a new topic.

Can anyone tell me what these changes mean, like for example UBOs?
- Fixed crash from potentially having stale transcode jobs in flight when switching between texture cache sizes.
- Fixed crash from using SIMD optimized memcpy with a PBO pointer that is not 16-byte aligned.
- Fixed lack of texture detail on parts of the screen at high resolutions due to limited feedback anolysis buffer.
- Fixed thread stack space usage and freed up 700 MB of virtual address space.
- Re-enabled UBOs.

thanks!

Release notes MUST be technical and are meant to be read by technical people.
Other people should read only user visible fixes (bechmark, gpu transcoding, etc. etc.)
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Emma-Jane Merrin
 
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