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  #1  
Old 10-05-2012, 11:29 AM
Sedlex Sedlex is offline
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Default Mac OS performance

Quick heads up: major performance issues.

I'm running this on a macbook pro (2.2Ghz i7 with 4 gigs ram and 512 meg dedicated graphics card, OS 10.7), and it's bogging down to a grinding halt once the inevitable happens and an alien starts to field more than two escorts.

It's singularly reminiscent of the same issue with Din/DW actually.
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Old 10-05-2012, 12:45 PM
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Does changing s_initSound to 0 and restarting the app fix the slowdown? I'm not suggesting this as a solution, just trying to get more info.
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Old 10-05-2012, 12:46 PM
Bluddy Bluddy is offline
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Quote:
Originally Posted by Sedlex View Post
Quick heads up: major performance issues.

I'm running this on a macbook pro (2.2Ghz i7 with 4 gigs ram and 512 meg dedicated graphics card, OS 10.7), and it's bogging down to a grinding halt once the inevitable happens and an alien starts to field more than two escorts.

It's singularly reminiscent of the same issue with Din/DW actually.
There's some kind of bug with the sound on OSX Lion and higher. If you disable sound in the game (press ~ , then write setUserVar s_initSound 0 and restart the game) you'll see that the performance is perfect. To re-enable sound, follow the same procedure except with 1 instead of 0.
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Old 10-05-2012, 04:04 PM
Sedlex Sedlex is offline
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Thanks for the instructions, that sorted it out. It now works absolutely perfectly, and I'm sorely tempted to reinstall din to try it there too (it was unplayable).

Perhaps this small tip should get a sticky for mac users or summat?

Anyway, cheers!

S.
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Old 10-05-2012, 04:18 PM
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The other thing that you can try after turning the sound back is the value for s_maxChannels. It defaults to 256, you might be able to find a smaller value that works, but doesn't require turning the sound completely off.
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  #6  
Old 10-10-2012, 11:02 AM
Bluddy Bluddy is offline
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Could the audio thread be causing thread starvation? This reminds me of when I played around with Ogre3d. On OSX Lion, you have to insert a wait period between loops of processing in order for the application to respond. This isn't necessary in earlier versions of OSX. This has to be done using objective-C functions -- there are no carbon equivalents that work.

Is it possible that the audio thread has a tight loop and needs to insert some waits?
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Old 10-10-2012, 12:23 PM
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We don't have an audio thread, at least directly. We just make OpenAL calls from the main thread.
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Old 10-11-2012, 07:43 AM
Bluddy Bluddy is offline
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OK, well, going in another direction, did anything change in the way you use OpenAL between Kivi and DC? Kivi doesn't seem to have this problem.
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Old 10-11-2012, 08:20 AM
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Quote:
Originally Posted by Bluddy View Post
OK, well, going in another direction, did anything change in the way you use OpenAL between Kivi and DC? Kivi doesn't seem to have this problem.
Now that's a good question. I'm going to have to do a diff on the 2 sound code bases and see if anything significant changed.
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Old 11-06-2012, 10:33 AM
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Quote:
Originally Posted by Bluddy View Post
OK, well, going in another direction, did anything change in the way you use OpenAL between Kivi and DC? Kivi doesn't seem to have this problem.
I finally did a diff between the Kivi and DC sound code base. While there were a few changes here and there, there doesn't seem to be anything significant.
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