Page 6 of 13
Posted: Tue Jan 30, 2007 5:59 pm
by madpeople
once the uncompressed wav is in memory, it probably takes less time to transfer it from memory to be played than it does for the cup to uncompress a compressed version.
the advantage of compressed audio is loading it from the hdd when you join a server, with all my highres stuff and everything in .wav format i cant actually join a server first time because it takes too long to load everything.
Posted: Tue Jan 30, 2007 6:22 pm
by Orion
madpeople wrote:QUOTE (madpeople @ Jan 30 2007, 11:59 AM) once the uncompressed wav is in memory, it probably takes less time to transfer it from memory to be played than it does for the cup to uncompress a compressed version.
It doesn't have to transfer the whole thing at once, just a few hundred bytes at a time (to directsound to the soundcard to output). Decompressing a small amount does not take a significant amnt of time, uses less memory, and can be avoided altogether with older PCs (by them converting the oggs to wavs in the installer as it does by default).
Posted: Tue Feb 06, 2007 9:47 pm
by Lykourgos
There's a couple of minor things that I couldn't find in the Bugzilla;
Is there any plan to default the radar mode to all?
I've heard rumors that the Ship Accel GA knocks down a ship's boosting top speed by 10%. Is that true, and should it be fixed if it is?
Posted: Tue Feb 06, 2007 11:21 pm
by Grimmwolf_GB
Lykourgos wrote:QUOTE (Lykourgos @ Feb 6 2007, 10:47 PM) I've heard rumors that the Ship Accel GA knocks down a ship's boosting top speed by 10%. Is that true, and should it be fixed if it is?
It is not a rumour, it is a fact. Check the max speed in F4 just before the research is done.
I think it should be fixed.
Posted: Wed Feb 07, 2007 1:33 am
by Pook
Not really important, but the installer is .ogg only by default. You have to check a box if you want it to decode the audio to .wav files.
Carry on...
Posted: Wed Feb 14, 2007 8:25 am
by Kag
I'm not trying to be rude, but why are you arguing about the effeciency of the games file-usage system when most of today's ENTRY-LEVEL systems leave the games requirements in the dust? It just seems so... pointless.
Posted: Wed Feb 14, 2007 8:46 am
by madpeople
well, i know that i cant join a server first time because my system has to load so much data from hdd while it tries to join that it times out my join request, the second time i try to join i get on.
perhaps a separate thread starts loading stuff when you start alleg, it could load everything in a list (text file) or just everything, or everything common to all cores / most cores. seperate thread is cool because its MULTI THREADED!
Posted: Wed Feb 14, 2007 2:56 pm
by AdmiralKirk
Profesional game developers have an insanly hard time using multi-threading, I would probably stay far away from that as possible. Even with proper use of Mutex's its still a pain, and sometimes not any faster. Removing alleg's dependence on MFC would probably add the biggest spead boost/memory efficiency, but would probalby also require the most amount of work ^^.
Posted: Wed Feb 14, 2007 3:39 pm
by mdvalley
Multithreading is a pain in the ass to code, and a pain in the ass to debug. If you are volunteering to implement a multithreaded loading model, be my guest.
Posted: Wed Feb 14, 2007 3:43 pm
by Orion
Multithreading is a snap in .NET ;-D