[REL] Dummy D3D DLL's that draws nothing in 3D mode
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Running 6 days a Campaign all good till now…
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Did anyone ever figure out how to see the fps information when running the D3D Null in Windows? Is there a way to do it?
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fraps?
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Arty… The answer is in your post in the other thread!!! The -log works and we may be able to use that to benchmark the D3D Null.
Great find. I’m really looking forward to testing this. I hope it works!
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No, there’s a better solution.
set WINEDEBUG=fps
Get this debug binary made with editbin /subsystem:console
http://ananke.laggygamerz.com/falcon/bms-debug-exe-subsystem-console-432u4.7z
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Thanks sthalik. I’m sorry for my noobness, but where do I input the winedebug command and where would the fps be output?
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In a Windows console, aka cmd.exe
Need to cd to “c:\falcon bms 4.32”\bin\x86 then run the console exe (only 1 byte should be modified in it, in the header, but i didn’t check).
Output’s in console.
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Thanks… I’ll give it a go.
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Here are the results of some testing on a remote dedicated server with an i7 3770, on chip graphics (HD 4000), 16GB RAM, 64GB SSD running Windows 2012 Server (with latest DirectX and Intel graphics driver installed). The server is accessed through RealVNC Plus to the on-chip Intel VNC Server. I have a Rolling Fire Campaign at Day One, 0700. I place a C-130H on the ramp at Kwangju airbase and just leave it there cold after launching with a Ramp Start. I started BMS with the –window and –log switches. The 3D screen is set to 800x600. While the server does have working audio and the service enabled, but I renamed particlesys.ini. I let the sim run for about 20 mins each time after launching into the 3D world. The –log switch generated between 14k – 20k entries in a spreadsheet. I ran the test with a stock BMS install, the old version of Wine 3D from the original post and the new version dated 3.14.2013. BTW, the new zip file does not have the file dxtn.dll and would therefore crash on launch if that file was not included in the x86 directory. Below are the averages of the fps values (captured in framerate.csv) generated during the test.
Stock BMS: 99.7 fps
Old Wine 3D: 10.9 fps
New Wine 3D: 12.2 fpsI also tested with the modified .exe (using the new Wine 3D) launching from the console and it was reading out fps results consistent with the spreadsheet data.
These results are also consistent with what I observed when I tested the Wine 3D on various VM’s running Windows 2012 previously although I don’t have any data.
So clearly something is not working as intended. It may be that I’ve installed/executed something incorrectly or the mods don’t work on Windows (or in particular Windows 2012). I know this project is intended to be utilized on Linux but I wanted to try it on Windows.
I’m happy to try any additional testing, etc.
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Confused… what is wine??? u give liqueur to the machine to produce more FPS? :lol:
what FPS did the -log gave u?
Running debug exe might reduce performance?
and how this moded exe shows fps? since there is no display?This thread needs an interpreter or Sherlock Holmes abilities to track and follow… guys please don’t be like linux (confusing).
In a Windows console, aka cmd.exe
Need to cd to “c:\falcon bms 4.32”\bin\x86 then run the console exe (only 1 byte should be modified in it, in the header, but i didn’t check).
Output’s in console.
I don’t see any console exe there… and if I see it… (probably I must download something???) I have to mod a one byte in the header that someone didn’t check??? which byte? and foremost why???
No, there’s a better solution.
set WINEDEBUG=fps
Get this debug binary made with editbin /subsystem:console
http://ananke.laggygamerz.com/falcon/bms-debug-exe-subsystem-console-432u4.7z
Where do I set WINEDEBUG=fps???
Same goes for this too:
@sthalik:Useful stuffies:
Environment variable WINEDEBUG, set to -all in order to have better performance.
where do I set this environment variable?
hmmm those FPS with the log will tell us much and I believe will turn upside down the FPS Fan’s that say bellow 20 fps it’s a no go…
My server tests (with -log as I can’t figure out how the other way works) show up 6.x fps the from the client perspective seems to work ok I didn’t notice any problems… Or to put it better where should I look for problems?
My observations are exactly the same as running it on a 100fps server…
CPU is about 50%… d3d is off with this tool (then why the fps are so low??? ppl might wonder and since BMS is supposed to be multicore???)
Having Raknet log enabled I see units deagregate and mission data with the same speed and fluid as with the 100fps server… In case it’s there and I don’t see it how can I spot it??? Meaning are there any Raknet Log keywords that if I see them means something is wrong there?Your thoughts and observations gentlemen???
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Arty,
You are very confused grasshopper I’ll try to answer some of your questions but I can’t try to explain all the background stuff. In addition, I’m no expert so take everything I say with a grain of salt.
Very short answer about Wine. Wine is what sthalik is using to emulate Direct3D so that the exe can be run on a machine with no Direct3D capable graphics card. His first post contains a link to the Wine web page. Go there for additional background.
Almost all of the data I reported was generated with the -log switch. I then averaged the values in the spreadsheet and reported them here. I wasn’t running in the debug mode although I doubt that would have much impact on the frame rate. The little bit about running the modified exe was just to confirm that the data in the -log generated spreadsheet was consistent with what the Wine reported fps was.
Don’t worry about executing the exe at the command switch stuff. The -log switch works fine and gives a good readout of the fps under both stock and modded Wine.
About your observations. What other people have told you is true… If the server drops below, 20-30 fps you are going to see lag and warping especially among the AI planes. The most obvious manifestation is when you have locked up an AI jet and you see his velocity vector grow very long and shrink rapidly indicating massive changes in speed and direction. Or if you are in visual range (or in the 8 view) you can observe the AI jumping about and flying very erratically. I have not looked at Raknet logs so I can’t comment on whether there is something there that indicates the problem. I’m just going by months of observational testing on numerous different VM’s and Dedicated servers.
The 50% utilization of the CPU is normal and not the issue… it’s the lack of DirectX support that is causing the low fps and this causes the lag/warping. That is the hope/goal of sthalik’s work is that by using his modified Wine files, that DirectX no longer becomes the bottleneck and you can run the server on any VM or low-powered dedicated server without the need for a powerful graphics chip to run DirectX.
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thanx Morphine… for the half of your answer all those are known… still don’t answer my questions…
About my observations, I didn’t mention any Lag or problems. Instead I said against what the followers of must 20+ fps say, I run the server that gives 6.x fps (probably in bfs must be lower) in average and I had no lag not me nor the other 5 members we tested it online at the same time. Maybe 5 are few and more r needed sure, but wait… 6 FPS… even with one there should be problems.
We had numerus df’s no such problems, we also had many SEAD missions which where way intense and all normal as of AI reaction.
My conclusion is that this fps and how the campaign engine works must be unlinked. Meaning if the gfx engine has a hard time to display smthng that doesn’t mean that the campaign engine will wait for it. It does the calculations and shares the data also takes incoming to consideration.In all my test flights till now 7th day i was recording acmi and didn’t notice anything paculiar… Instead in many of our MP TE flights at our 100+ fps server, I notice huge human lag (logical), which is also recorded in the ACMI.
Thus those observations put this tool (no 3d view) to be obsolete or maybe in cases u flirt with 0 or 1 fps only this tool helps the engine to get unstack???
Did anyone before tested if they had lag cause of the server or blindly (as I thought also) said oh ok bellow 20 fps thus a no go thus we must find a solution. What i mean also is, in my server i have the exact same fps as before… so???
oh on top of them i forgot to mention that i run alongside the raknet log which for sure takes some resources…
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Try to disconnect from VNC session while it’s running, maybe that’s what kills the perf?
If that’s not it, I can provide the Linux image that uri_ba tested. That one uses a virtual framebuffer for a GPU and totally no GPU resources…
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I’ll be happy to test disconnecting the VNC but I will be really surprised if it makes a difference as the VNC I’m using connects “out-of-band” on a separate Ethernet port. See: http://www.realvnc.com/products/viewerplus/
I would be really curious of any if the Linux servers could be run with the -log switch. Would anyone be willing to do that and post their results?
Also, I like to test VMs out on Amazon’s EC2 cloud. You can easily and very cheaply launch VM’s of almost any size and flavor. It can import various VMs (http://aws.amazon.com/ec2/vmimport/) but it would be way cool if someone could make a Amazon Machine Image (AMI) with Wine and BMS installed and share it with the rest of us. For example a spot image for a Large VM (4 EC2 compute units and 8 GB RAM) is only $0.026 per Hour. This is ideal for Wings that want to launch a machine for a Flight Night and then shut it down. The pricing is also pretty good if you wanted to leave it on 24x7 but there is better pricing elsewhere with various Game Server companies that have VPS’s. It’s free to get started… all you need is an Amazon login.
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Got an OVF image on a fast link… The trick is, forgot the passwords, you have to mount the ext4 partition and change them yourself by chrooting into it
PM if interested…
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Anybody got luck with linux headless + vnc?
Working on a debian wheezy i386 vserver:
1. startx + x11vnc allows working glxgears but BMS crashes with a lot of d3ddevice setdisplaymode errors (got the feeling a simulated monitor or sth like that is needed…???)
2. vncserver -geometry 1366x768 -localhost -alwaysshared :2 cannot do glxgears due to “Error: couldn’t get an RGB, Double-buffered visual”
and bms:
================================== CRASHLOG ===================================== Falcon BMS.exe caused an EXCEPTION_ACCESS_VIOLATION in: 0073:044AEE45 Falcon BMS.exe, FalconDisplayConfiguration::Init()+101 byte(s), d:\wip\bms\svn\source\4.32-release\falclib\dispcfg.cpp, line 335+7 byte(s) Exception handler called in UnhandledExceptionHandler. Read from location 0x00000000 caused an access violation. Bytes at CS:EIP: 8B 08 8D 54 24 40 52 8B 15 70 BC A0 04 6A 01 52 Registers: EAX=0x00000000 EBX=0x00000000 ECX=0x0033FDAC EDX=0x00000000 ESI=0x05145718 EDI=0x00010066 EBP=0x0033FB60 ESP=0x0033F9F0 EIP=0x044AEE45 FLG=0x00010202 CS=0x0073 DS=0x007B SS=0x007B ES=0x007B FS=0x0033 GS=0x003B Call Stack: 0073:044AEE45 Falcon BMS.exe, FalconDisplayConfiguration::Init()+101 byte(s), d:\wip\bms\svn\source\4.32-release\falclib\dispcfg.cpp, line 335+7 byte(s), Parameters(0x02C51760 0x00000000 0x00000001 0x00000000) 0073:044AEE45 Falcon BMS.exe, FalconDisplayConfiguration::Init()+101 byte(s), d:\wip\bms\svn\source\4.32-release\falclib\dispcfg.cpp, line 335+7 byte(s), Parameters(0x02C51760 0x00000000 0x00000001 0x00000000) 0073:044AEE45 Falcon BMS.exe, FalconDisplayConfiguration::Init()+101 byte(s), d:\wip\bms\svn\source\4.32-release\falclib\dispcfg.cpp, line 335+7 byte(s), Parameters(0x02C51760 0x00000000 0x00000001 0x00000000) 0073:044AEE45 Falcon BMS.exe, FalconDisplayConfiguration::Init()+101 byte(s), d:\wip\bms\svn\source\4.32-release\falclib\dispcfg.cpp, line 335+7 byte(s), Parameters(0x02C51760 0x00000000 0x00000001 0x00000000)
Even tried the sid version of tightvncserver as sthalik proposed…
Any proposals? Since ~hour nr. 15 I am quite open for every tiny piece of advice…
HA GOT IT
Xvfb :5 -screen 0 800x600x24 &
export DISPLAY=:5 -
Possible in Windows Server?
Ive tried Reading about setting this up on my server box.
However im running windows server 2012, and cant find any instructions about setting this up.It states in the thread that its being run on a windows server.
Im a noob at hosting Falcon, but really want to host a server for my small Community since we have the hardware for servers!
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Works on a windows 7 notebook we use sometimes for coop campaign.
Just:
Unzip to Falcon BMS 4.32/Bin/x86
(and disable some grafic settings in bms setup. mentioned in the first posting)
Possible in Windows Server?
Ive tried Reading about setting this up on my server box.
However im running windows server 2012, and cant find any instructions about setting this up.It states in the thread that its being run on a windows server.
Im a noob at hosting Falcon, but really want to host a server for my small Community since we have the hardware for servers!
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Ive done that, but when i press on “Launch” to start the game a black screen shows for about 5 seconds then it dissapears… ?
The server is a RDP only , but i was hoping that these files would help me.
EDIT:
I started the game with the command line -window and it started up.
How far do i need to go on, do i need to have the server sitting in a Aircraft, or is it enough to have it on the screen Before takeoff?I tried take-off and after the countdown passed, the game crashed.
AFAIK, the server itself never have to Take-off?
I remained in the “mission Schedule” with the server, while i took off from my gaming computer and it seems to be working. -
You have to take off or badness will ensue.
Turn off all shaders as stated, together with triple buffering.
A display depth of 32 or 24 bit is required.
Given renewed interest, there’ll be a build once I create the i686-w64-mingw32 toolchain back again…