Oni Central Forum

A forum for the Oni community

You are not logged in.

#1 19/3/20 4:59

jan386
Member
Registered: 19/3/20

Oni choppy when displaying some light effects in Windows 10

Hi, I am trying to solve the following problem. I installed Oni including Anniversary Edition on my laptop (Thinkpad T480s, Core i5 8250u, 8 GB RAM, GPU Intel UHD Graphics 620) running fully updated Windows 10 Pro 64bit, including the GPU driver. I have DirextX 12 installed and all the hardware accelerations are enabled according to dxdiag.

The game plays smoothly overall, but when there are some light effects on the screen like plasma rifle discharge, beacons on police cars, or Barabas' giant weapon discharge, the game becomes choppy. It doesn't matter whether I run the modified Oni executable or the Anniversary Edition. Reducing resolution to 1024×768 somewhat helps, but it can still get quite choppy.

It is interesting that on my previous laptop (Thinkpad R400 with much weaker integrated GPU and Windows 7) the game runs with no problem at 1280×800. Have you seen this problem before? Is there for example some old driver that I should install or a setting I should enable in order to make the game run smoother in these situation? Thanks in advance.

Offline

#2 19/3/20 11:21

Iritscen
Moderator
From: NC, USA
Registered: 22/10/07

Re: Oni choppy when displaying some light effects in Windows 10

Hmm, we're talking this over on Discord.  Can you post your startup.txt found in the Oni folder?


Check out the Anniversary Edition Seven at ae.oni2.net!

Offline

#3 19/3/20 11:39

jan386
Member
Registered: 19/3/20

Re: Oni choppy when displaying some light effects in Windows 10

Yes, of course. Here is the file from Oni directory:

system sleep disabled
keystroke traps installed
begin initializing oni
looking for the game data folder
initializing the template manager
DataFolder = GameDataFolder
Created a file iterator for the data folder.
Got Level Info for level0_Final.dat.
Valid Level level0_Final.dat
Got Level Info for level10_Final.dat.
Valid Level level10_Final.dat
Got Level Info for level11_Final.dat.
Valid Level level11_Final.dat
Got Level Info for level12_Final.dat.
Valid Level level12_Final.dat
Got Level Info for level13_Final.dat.
Valid Level level13_Final.dat
Got Level Info for level14_Final.dat.
Valid Level level14_Final.dat
Got Level Info for level18_Final.dat.
Valid Level level18_Final.dat
Got Level Info for level19_Final.dat.
Valid Level level19_Final.dat
Got Level Info for level1_Final.dat.
Valid Level level1_Final.dat
Got Level Info for level2_Final.dat.
Valid Level level2_Final.dat
Got Level Info for level3_Final.dat.
Valid Level level3_Final.dat
Got Level Info for level4_Final.dat.
Valid Level level4_Final.dat
Got Level Info for level6_Final.dat.
Valid Level level6_Final.dat
Got Level Info for level8_Final.dat.
Valid Level level8_Final.dat
Got Level Info for level9_Final.dat.
Valid Level level9_Final.dat
calling TMrRegisterTemplates
calling ONrRegisterTemplates
initializing oni platform specific code
initializing sound system 2, basic level
initializing basic sound system 2 layer...
DirectSoundCreate
direct sound dwFlags = f1f
direct sound dwFreeHw3DAllBuffers = 0
direct sound dwFreeHw3DStaticBuffers = 0
direct sound dwFreeHw3DStreamingBuffers = 0
direct sound dwFreeHwMemBytes = 0
direct sound dwFreeHwMixingAllBuffers = 0
direct sound dwFreeHwMixingStaticBuffers = 0
direct sound dwMaxContigFreeHwMemBytes = 0
direct sound dwMaxHw3DAllBuffers = 0
direct sound dwFreeHwMixingStaticBuffers = 0
direct sound dwFreeHwMixingStreamingBuffers = 0
direct sound dwMaxContigFreeHwMemBytes = 0
direct sound dwMaxHw3DAllBuffers = 0
direct sound dwMaxHw3DStaticBuffers = 0
direct sound dwMaxHw3DStreamingBuffers = 0
direct sound dwMaxHwMixingAllBuffers = 1
direct sound dwMaxHwMixingStaticBuffers = 1
direct sound dwMaxHwMixingStreamingBuffers = 1
direct sound dwMaxSecondarySampleRate = 200000
direct sound dwMinSecondarySampleRate = 100
direct sound dwPlayCpuOverheadSwBuffers = 0
direct sound dwPrimaryBuffers = 1
direct sound dwSize = 96
direct sound dwTotalHwMemBytes = 0
direct sound dwUnlockTransferRateHwBuffers = 0
setting the direct sound cooperative level
initializing oni persistance
initializing scripting
initializing binary data system
initializing imaging
initializing image system...
initializing motoko
initializing 3D display system..
initializing geometry engines...
initializing draw engines...
initializing physics
initializing oni motoko
initializing local input
initializing input system...
initializing animation system
initializing animation system...
initializing environment
initializing text system
initializing the console
initializing the materials
initializing the full sound system 2
initializing full sound system 2...
initializing particle 3
initializing oni particle 3
initializing env particle system
initializing physics
initializing game state
initializing AI 2
initializing window manager
initializing film system
initializing level
initializing oni scripting
initializing OBDr
initializing OBJr
initializing oni cinematics
initializing oni sound
initializing oni movie
initializing the pause screen
finished oni initializing
loading level 0...
setting up 3d engine...
creating new OpenGL context
OpenGL platform initialization
Using standard Windows gamma adjustment
opengl color bits = 24
opengl depth bits = 32
OpenGL vendor = Intel
OpenGL renderer = Intel(R) UHD Graphics 620
OpenGL version = 4.6.0 - Build 26.20.100.7262

And here is the file from AE directory.

[Daodan.c              :  32 ]: Daodan v.4.0 attached!
[Daodan.c              :  33 ]: 2020-03-19 09:27:44
[Daodan_Config.c       : 596 ]: Initializing standard booleans
[Daodan_Config.c       : 602 ]: Parsing daodan.ini...
[Daodan_Config.c       : 605 ]: Finished parsing
[Daodan_Config.c       : 613 ]: Parsing command line...
[Daodan_Config.c       : 615 ]: Finished parsing
[Daodan_Config.c       : 484 ]: daodan.ini doesn't exist, creating
[Patches/Patches.c     : 314 ]: Patching engine
[bink-proxy.c          :  56 ]: Loading real Bink DLL
begin initializing oni
looking for the game data folder
initializing the template manager
DataFolder = GameDataFolder
Created a file iterator for the data folder.
Got Level Info for level0_Final.dat.
Valid Level level0_Final.dat
Got Level Info for level10_Final.dat.
Valid Level level10_Final.dat
Got Level Info for level11_Final.dat.
Valid Level level11_Final.dat
Got Level Info for level12_Final.dat.
Valid Level level12_Final.dat
Got Level Info for level13_Final.dat.
Valid Level level13_Final.dat
Got Level Info for level14_Final.dat.
Valid Level level14_Final.dat
Got Level Info for level18_Final.dat.
Valid Level level18_Final.dat
Got Level Info for level19_Final.dat.
Valid Level level19_Final.dat
Got Level Info for level1_Final.dat.
Valid Level level1_Final.dat
Got Level Info for level2_Final.dat.
Valid Level level2_Final.dat
Got Level Info for level3_Final.dat.
Valid Level level3_Final.dat
Got Level Info for level4_Final.dat.
Valid Level level4_Final.dat
Got Level Info for level6_Final.dat.
Valid Level level6_Final.dat
Got Level Info for level8_Final.dat.
Valid Level level8_Final.dat
Got Level Info for level9_Final.dat.
Valid Level level9_Final.dat
calling TMrRegisterTemplates
calling ONrRegisterTemplates
initializing oni platform specific code
initializing sound system 2, basic level
initializing basic sound system 2 layer...
DirectSoundCreate
direct sound dwFlags = f1f
direct sound dwFreeHw3DAllBuffers = 0
direct sound dwFreeHw3DStaticBuffers = 0
direct sound dwFreeHw3DStreamingBuffers = 0
direct sound dwFreeHwMemBytes = 0
direct sound dwFreeHwMixingAllBuffers = 0
direct sound dwFreeHwMixingStaticBuffers = 0
direct sound dwMaxContigFreeHwMemBytes = 0
direct sound dwMaxHw3DAllBuffers = 0
direct sound dwFreeHwMixingStaticBuffers = 0
direct sound dwFreeHwMixingStreamingBuffers = 0
direct sound dwMaxContigFreeHwMemBytes = 0
direct sound dwMaxHw3DAllBuffers = 0
direct sound dwMaxHw3DStaticBuffers = 0
direct sound dwMaxHw3DStreamingBuffers = 0
direct sound dwMaxHwMixingAllBuffers = 1
direct sound dwMaxHwMixingStaticBuffers = 1
direct sound dwMaxHwMixingStreamingBuffers = 1
direct sound dwMaxSecondarySampleRate = 200000
direct sound dwMinSecondarySampleRate = 100
direct sound dwPlayCpuOverheadSwBuffers = 0
direct sound dwPrimaryBuffers = 1
direct sound dwSize = 96
direct sound dwTotalHwMemBytes = 0
direct sound dwUnlockTransferRateHwBuffers = 0
setting the direct sound cooperative level
initializing oni persistance
initializing scripting
initializing binary data system
initializing imaging
initializing image system...
initializing motoko
initializing 3D display system..
initializing geometry engines...
initializing draw engines...
[Patches/GL.c          :  69 ]: Listing display modes
[Patches/GL.c          : 172 ]: 34 modes available:
[Patches/GL.c          : 174 ]:    640x480x32
[Patches/GL.c          : 174 ]:    800x600x32
[Patches/GL.c          : 174 ]:    1024x768x32
[Patches/GL.c          : 174 ]:    1152x864x32
[Patches/GL.c          : 174 ]:    1280x600x32
[Patches/GL.c          : 174 ]:    1280x720x32
[Patches/GL.c          : 174 ]:    1280x768x32
[Patches/GL.c          : 174 ]:    1280x800x32
[Patches/GL.c          : 174 ]:    1280x960x32
[Patches/GL.c          : 174 ]:    1280x1024x32
[Patches/GL.c          : 174 ]:    1360x768x32
[Patches/GL.c          : 174 ]:    1366x768x32
[Patches/GL.c          : 174 ]:    1400x1050x32
[Patches/GL.c          : 174 ]:    1440x900x32
[Patches/GL.c          : 174 ]:    1600x900x32
[Patches/GL.c          : 174 ]:    1680x1050x32
[Patches/GL.c          : 174 ]:    1920x1080x32
[Patches/GL.c          : 174 ]:    640x480x16
[Patches/GL.c          : 174 ]:    800x600x16
[Patches/GL.c          : 174 ]:    1024x768x16
[Patches/GL.c          : 174 ]:    1152x864x16
[Patches/GL.c          : 174 ]:    1280x600x16
[Patches/GL.c          : 174 ]:    1280x720x16
[Patches/GL.c          : 174 ]:    1280x768x16
[Patches/GL.c          : 174 ]:    1280x800x16
[Patches/GL.c          : 174 ]:    1280x960x16
[Patches/GL.c          : 174 ]:    1280x1024x16
[Patches/GL.c          : 174 ]:    1360x768x16
[Patches/GL.c          : 174 ]:    1366x768x16
[Patches/GL.c          : 174 ]:    1400x1050x16
[Patches/GL.c          : 174 ]:    1440x900x16
[Patches/GL.c          : 174 ]:    1600x900x16
[Patches/GL.c          : 174 ]:    1680x1050x16
[Patches/GL.c          : 174 ]:    1920x1080x16
initializing physics
initializing oni motoko
initializing local input
initializing input system...
initializing animation system
initializing animation system...
initializing environment
initializing text system
initializing the console
initializing the materials
initializing the full sound system 2
initializing full sound system 2...
initializing particle 3
initializing oni particle 3
initializing env particle system
initializing physics
initializing game state
initializing AI 2
initializing window manager
initializing film system
initializing level
initializing oni scripting
initializing OBDr
initializing OBJr
initializing oni cinematics
initializing oni sound
initializing oni movie
initializing the pause screen
finished oni initializing
loading level 0...
setting up 3d engine...
creating new OpenGL context
OpenGL platform initialization
[Patches/GL.c          : 342 ]: Using Windows gamma adjustment
opengl color bits = 24
opengl depth bits = 32
OpenGL vendor = Intel
OpenGL renderer = Intel(R) UHD Graphics 620
OpenGL version = 4.6.0 - Build 26.20.100.7262
OpenGL extensions = GL_3DFX_texture_compression_FXT1 GL_AMD_depth_clamp_separate GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_cl_event GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conditional_render_inverted GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_robustness_isolation GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_separate_stencil GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_polygon_offset_clamp GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shader_framebuffer_fetch GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_compression_s3tc GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod_bias GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_IBM_texture_mirrored_repeat GL_INTEL_conservative_rasterization GL_INTEL_fragment_shader_ordering GL_INTEL_framebuffer_CMAA GL_INTEL_map_texture GL_INTEL_multi_rate_fragment_shader GL_INTEL_performance_query GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_texture_compression_astc_hdr GL_KHR_texture_compression_astc_ldr GL_NV_blend_square GL_NV_conditional_render GL_NV_primitive_restart GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
multitexturing is available ...
multipass being used
OpenGL supports 8 texturing units
glBlendColor() available
FXT1 found even though the driver said GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB = 0
wglSwapIntervalEXT supported; vsync= 1
Initializing the Oni Window...
displaying splash screen...
configuring console...
engine startup complete, launch the out-of-game UI...
out-of-game UI exited...
running game...
game over, unloading level...
beginning exit process...
OpenGL disposed properly
oni exit complete, shutting down...

Offline

#4 19/3/20 13:14

Iritscen
Moderator
From: NC, USA
Registered: 22/10/07

Re: Oni choppy when displaying some light effects in Windows 10

Thanks.  It seems like the attempt to run vanilla Oni crashed, since that startup.txt stops right before the extensions are listed, which is a classic crash that the game experiences without the Daodan DLL patch (the binkw32.dll that comes with the AE).  Anyway, that's not connected to your graphics issue.  We're still thinking about this issue.  Did you choose to install any mods, or did you leave all the boxes unchecked in the AE Installer?


Check out the Anniversary Edition Seven at ae.oni2.net!

Offline

#5 19/3/20 13:47

jan386
Member
Registered: 19/3/20

Re: Oni choppy when displaying some light effects in Windows 10

I did not install any mods into AE. Only the core packages which installed automatically. They are AE Read-Me, Airport Vehicle Fix, Bomber Fix, Custom Character Variants, Daodan DLL, Globalization Fixes for Characters, Menu Fixes (AE), Missing Sounds, Oni game app, OniSplit, Unlock All Moves, Vanilla BSL, Widescreen Fixes, XmlTools, XmlToolsDependencies.

(It is true that the vanilla Oni crashed initially. I then used the patched file for Windows XP which runs, but apparently does not produce the log. Oh well.)

Offline

#6 19/3/20 13:58

Iritscen
Moderator
From: NC, USA
Registered: 22/10/07

Re: Oni choppy when displaying some light effects in Windows 10

Yes, that patch is old and shouldn't be used anymore.  If you copy the Daodan DLL from the AE/ folder (named binkw32.dll so that it can replace the original Bink library and enter Oni's memory space), it will patch the game more smartly so that a log is still created.


Check out the Anniversary Edition Seven at ae.oni2.net!

Offline

#7 19/3/20 14:30

jan386
Member
Registered: 19/3/20

Re: Oni choppy when displaying some light effects in Windows 10

OK, thank you very much. I tried your process now and got the log. I pasted it below.

[Daodan.c              :  32 ]: Daodan v.4.0 attached!
[Daodan.c              :  33 ]: 2020-03-19 20:23:11
[Daodan_Config.c       : 596 ]: Initializing standard booleans
[Daodan_Config.c       : 484 ]: daodan.ini doesn't exist, creating
[Daodan_Config.c       : 602 ]: Parsing daodan.ini...
[Daodan_Config.c       : 605 ]: Finished parsing
[Daodan_Config.c       : 613 ]: Parsing command line...
[Daodan_Config.c       : 615 ]: Finished parsing
[Daodan_Config.c       : 484 ]: daodan.ini doesn't exist, creating
[Patches/Patches.c     : 314 ]: Patching engine
begin initializing oni
looking for the game data folder
initializing the template manager
DataFolder = GameDataFolder
Created a file iterator for the data folder.
Got Level Info for level0_Final.dat.
Valid Level level0_Final.dat
Got Level Info for level10_Final.dat.
Valid Level level10_Final.dat
Got Level Info for level11_Final.dat.
Valid Level level11_Final.dat
Got Level Info for level12_Final.dat.
Valid Level level12_Final.dat
Got Level Info for level13_Final.dat.
Valid Level level13_Final.dat
Got Level Info for level14_Final.dat.
Valid Level level14_Final.dat
Got Level Info for level18_Final.dat.
Valid Level level18_Final.dat
Got Level Info for level19_Final.dat.
Valid Level level19_Final.dat
Got Level Info for level1_Final.dat.
Valid Level level1_Final.dat
Got Level Info for level2_Final.dat.
Valid Level level2_Final.dat
Got Level Info for level3_Final.dat.
Valid Level level3_Final.dat
Got Level Info for level4_Final.dat.
Valid Level level4_Final.dat
Got Level Info for level6_Final.dat.
Valid Level level6_Final.dat
Got Level Info for level8_Final.dat.
Valid Level level8_Final.dat
Got Level Info for level9_Final.dat.
Valid Level level9_Final.dat
calling TMrRegisterTemplates
calling ONrRegisterTemplates
initializing oni platform specific code
initializing sound system 2, basic level
initializing basic sound system 2 layer...
DirectSoundCreate
direct sound dwFlags = f1f
direct sound dwFreeHw3DAllBuffers = 0
direct sound dwFreeHw3DStaticBuffers = 0
direct sound dwFreeHw3DStreamingBuffers = 0
direct sound dwFreeHwMemBytes = 0
direct sound dwFreeHwMixingAllBuffers = 0
direct sound dwFreeHwMixingStaticBuffers = 0
direct sound dwMaxContigFreeHwMemBytes = 0
direct sound dwMaxHw3DAllBuffers = 0
direct sound dwFreeHwMixingStaticBuffers = 0
direct sound dwFreeHwMixingStreamingBuffers = 0
direct sound dwMaxContigFreeHwMemBytes = 0
direct sound dwMaxHw3DAllBuffers = 0
direct sound dwMaxHw3DStaticBuffers = 0
direct sound dwMaxHw3DStreamingBuffers = 0
direct sound dwMaxHwMixingAllBuffers = 1
direct sound dwMaxHwMixingStaticBuffers = 1
direct sound dwMaxHwMixingStreamingBuffers = 1
direct sound dwMaxSecondarySampleRate = 200000
direct sound dwMinSecondarySampleRate = 100
direct sound dwPlayCpuOverheadSwBuffers = 0
direct sound dwPrimaryBuffers = 1
direct sound dwSize = 96
direct sound dwTotalHwMemBytes = 0
direct sound dwUnlockTransferRateHwBuffers = 0
setting the direct sound cooperative level
initializing oni persistance
initializing scripting
initializing binary data system
initializing imaging
initializing image system...
initializing motoko
initializing 3D display system..
initializing geometry engines...
initializing draw engines...
[Patches/GL.c          :  69 ]: Listing display modes
[Patches/GL.c          : 172 ]: 34 modes available:
[Patches/GL.c          : 174 ]:    640x480x32
[Patches/GL.c          : 174 ]:    800x600x32
[Patches/GL.c          : 174 ]:    1024x768x32
[Patches/GL.c          : 174 ]:    1152x864x32
[Patches/GL.c          : 174 ]:    1280x600x32
[Patches/GL.c          : 174 ]:    1280x720x32
[Patches/GL.c          : 174 ]:    1280x768x32
[Patches/GL.c          : 174 ]:    1280x800x32
[Patches/GL.c          : 174 ]:    1280x960x32
[Patches/GL.c          : 174 ]:    1280x1024x32
[Patches/GL.c          : 174 ]:    1360x768x32
[Patches/GL.c          : 174 ]:    1366x768x32
[Patches/GL.c          : 174 ]:    1400x1050x32
[Patches/GL.c          : 174 ]:    1440x900x32
[Patches/GL.c          : 174 ]:    1600x900x32
[Patches/GL.c          : 174 ]:    1680x1050x32
[Patches/GL.c          : 174 ]:    1920x1080x32
[Patches/GL.c          : 174 ]:    640x480x16
[Patches/GL.c          : 174 ]:    800x600x16
[Patches/GL.c          : 174 ]:    1024x768x16
[Patches/GL.c          : 174 ]:    1152x864x16
[Patches/GL.c          : 174 ]:    1280x600x16
[Patches/GL.c          : 174 ]:    1280x720x16
[Patches/GL.c          : 174 ]:    1280x768x16
[Patches/GL.c          : 174 ]:    1280x800x16
[Patches/GL.c          : 174 ]:    1280x960x16
[Patches/GL.c          : 174 ]:    1280x1024x16
[Patches/GL.c          : 174 ]:    1360x768x16
[Patches/GL.c          : 174 ]:    1366x768x16
[Patches/GL.c          : 174 ]:    1400x1050x16
[Patches/GL.c          : 174 ]:    1440x900x16
[Patches/GL.c          : 174 ]:    1600x900x16
[Patches/GL.c          : 174 ]:    1680x1050x16
[Patches/GL.c          : 174 ]:    1920x1080x16
initializing physics
initializing oni motoko
initializing local input
initializing input system...
initializing animation system
initializing animation system...
initializing environment
initializing text system
initializing the console
initializing the materials
initializing the full sound system 2
initializing full sound system 2...
initializing particle 3
initializing oni particle 3
initializing env particle system
initializing physics
initializing game state
initializing AI 2
initializing window manager
initializing film system
initializing level
initializing oni scripting
initializing OBDr
initializing OBJr
initializing oni cinematics
initializing oni sound
initializing oni movie
initializing the pause screen
finished oni initializing
loading level 0...
setting up 3d engine...
creating new OpenGL context
OpenGL platform initialization
[Patches/GL.c          : 342 ]: Using Windows gamma adjustment
opengl color bits = 24
opengl depth bits = 32
OpenGL vendor = Intel
OpenGL renderer = Intel(R) UHD Graphics 620
OpenGL version = 4.6.0 - Build 26.20.100.7528
OpenGL extensions = GL_3DFX_texture_compression_FXT1 GL_AMD_depth_clamp_separate GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_cl_event GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conditional_render_inverted GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_robustness_isolation GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_separate_stencil GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_polygon_offset_clamp GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shader_framebuffer_fetch GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_compression_s3tc GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod_bias GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_IBM_texture_mirrored_repeat GL_INTEL_conservative_rasterization GL_INTEL_fragment_shader_ordering GL_INTEL_framebuffer_CMAA GL_INTEL_map_texture GL_INTEL_multi_rate_fragment_shader GL_INTEL_performance_query GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_texture_compression_astc_hdr GL_KHR_texture_compression_astc_ldr GL_NV_blend_square GL_NV_conditional_render GL_NV_primitive_restart GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
multitexturing is available ...
multipass being used
OpenGL supports 8 texturing units
glBlendColor() available
FXT1 found even though the driver said GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB = 0
wglSwapIntervalEXT supported; vsync= 1
Initializing the Oni Window...
displaying splash screen...
configuring console...
engine startup complete, launch the out-of-game UI...
out-of-game UI exited...
running game...
game over, unloading level...
beginning exit process...
OpenGL disposed properly
oni exit complete, shutting down...

Offline

#8 19/3/20 14:42

Iritscen
Moderator
From: NC, USA
Registered: 22/10/07

Re: Oni choppy when displaying some light effects in Windows 10

Okay, seems the same as with the AE, which I expected.  Just wanted to make sure you could still run vanilla Oni if you want to.  Sorry, but no one seems to be familiar with the issue of low FPS from basic particle usage, which is what you're encountering.  I'll let you know if I learn more, though.


Check out the Anniversary Edition Seven at ae.oni2.net!

Offline

#9 19/3/20 15:36

jan386
Member
Registered: 19/3/20

Re: Oni choppy when displaying some light effects in Windows 10

OK, please let me know in that case.

Offline

#10 20/3/20 14:48

s10k
Member
From: Portugal
Registered: 14/1/07
Website

Re: Oni choppy when displaying some light effects in Windows 10

I don't if it still applies but in the past there were other types of drivers that needed to be installed for games run perfectly (besides GPU drivers), I am talking about motherboard drivers for instance. Make sure you have ALL the drivers that came with the laptop installed.

Offline

#11 20/3/20 16:42

jan386
Member
Registered: 19/3/20

Re: Oni choppy when displaying some light effects in Windows 10

Thank you for the advice. I just checked again today and I reinstalled the iGPU driver to the newest one from Intel website and I also updated the chipset driver using the Intel Chipsset INF utility. So far, that did not change anything and I am still investigating.

Offline

#12 20/3/20 16:49

Iritscen
Moderator
From: NC, USA
Registered: 22/10/07

Re: Oni choppy when displaying some light effects in Windows 10

For what it's worth, since we haven't really considered that it's the change from Win7 to Win10 that caused your problem... have you thought about installing Windows 7 in a VM and running Oni there to see if the game runs better, on the same hardware, using that earlier OS?  Of course the virtualization software will have to support OpenGL hardware acceleration.  It seems that the free Oracle VirtualBox software can do this; haven't tried it with 3D games myself since I normally use VMware Fusion for all my virtualization needs.  When I run Oni in a Windows VM on my Mac using Fusion, I get perfectly fine performance since the game is so old that it doesn't tax the system.


Check out the Anniversary Edition Seven at ae.oni2.net!

Offline

#13 21/3/20 13:21

jan386
Member
Registered: 19/3/20

Re: Oni choppy when displaying some light effects in Windows 10

Yes, I tested it and it runs in Windows 7 Pro 64bit VM (in VMWare Workstation 15 Player) without the particle-related chopping. This leads me to believe that there was some change between Windows 7 and 10 that the game does not like.

(The game in VM is less fluid overall and there is noticeable lag of sound. I am currently trying to determine why that is, particularly the sound lag.)

Offline

#14 21/3/20 14:11

Iritscen
Moderator
From: NC, USA
Registered: 22/10/07

Re: Oni choppy when displaying some light effects in Windows 10

Interesting.  There's sound lag in Oni when it's run in Wine on Linux too.  I know you didn't report any mouse problems, but have you seen and tried this?: https://wiki.oni2.net/Troubleshooting#M … g_problems .  I'm wondering if the graphics-related issue you're having is caused by the HiDPI support in Win10, so maybe try the setting described there.


Check out the Anniversary Edition Seven at ae.oni2.net!

Offline

#15 21/3/20 16:05

Iritscen
Moderator
From: NC, USA
Registered: 22/10/07

Re: Oni choppy when displaying some light effects in Windows 10

Also, have you tried using the "Compatibility mode" menu under the Compatibility tab, when you bring up the Properties window for Oni.exe?  You could pick "Windows 7", or you could even pick "Windows 98/Windows Me" since that was the original required OS for Oni when it released.


Check out the Anniversary Edition Seven at ae.oni2.net!

Offline

#16 22/3/20 12:17

jan386
Member
Registered: 19/3/20

Re: Oni choppy when displaying some light effects in Windows 10

I do not observe any problems with mouse; in fact, mouse is working just fine. It could be because my display is not exactly high DPI, but only full HD and 14''. Compatibility mode was the first thing I tried in Windows 10, but none of the options resolved the problem.

Offline

#17 22/3/20 12:55

Iritscen
Moderator
From: NC, USA
Registered: 22/10/07

Re: Oni choppy when displaying some light effects in Windows 10

To be clear, I was suggesting the HiDPI tip because I wondered if it was connected to your graphics-related issue, but it was a long shot because normally you would be having major mouse aiming problems if that feature had kicked in, so maybe it doesn't happen unless someone is on a HiDPI monitor.  Sorry to hear that compatibility mode didn't work, I was hoping that it would reverse whatever change had happened after Win7.


Check out the Anniversary Edition Seven at ae.oni2.net!

Offline

#18 22/3/20 17:58

s10k
Member
From: Portugal
Registered: 14/1/07
Website

Re: Oni choppy when displaying some light effects in Windows 10

Interestingly this seems to have been reported by at least one other user:
http://oni.bungie.org/forum/viewtopic.php?id=2502

\Edit
Maybe this helps:
https://www.intel.com/content/www/us/en … ssors.html

Last edited by s10k (22/3/20 18:03)

Offline

#19 22/3/20 19:07

Iritscen
Moderator
From: NC, USA
Registered: 22/10/07

Re: Oni choppy when displaying some light effects in Windows 10

Thanks for finding that.  I had a vague memory of this issue being reported before, but I didn't know where or when.


Check out the Anniversary Edition Seven at ae.oni2.net!

Offline

#20 23/3/20 18:50

jan386
Member
Registered: 19/3/20

Re: Oni choppy when displaying some light effects in Windows 10

Wow, that was a great find, s10k. The problem described there is exactly what I have. Even the Muro thing is true for me. Anyway, I will try and reinstall the Intel driver again. We'll see what it does.

Offline

#21 28/3/20 12:25

jan386
Member
Registered: 19/3/20

Re: Oni choppy when displaying some light effects in Windows 10

Hi, I am back again. I tried reinstalling the graphics driver and that didn't work, as expected.

So I started experimenting with various dll files to see if an older dll might fix the issue. I quickly determined that the game runs on OpenGL, while DirectX is only used by the bink video player (realbink.dll). Then I started experimenting with various older versions of OpenGL to see if there is one which would work better. I did not find any one that would be of benefit. However, when trying Mesa3D for Windows, which is a software renderer, I did not observe the frame drops associated with particle effects, even though the game was less smooth overall and very taxing on my processor.

So overall, it seems that there was a software change somewhere that broke some kind of backwards compatibility, or the hardware itself stopped supporting the instructions (?) required for drawing the effects quickly. After all, it is over 20 years since the game came out.

I might try and install Windows 7 on a flash drive to run it natively on the new hardware. Could be interesting.

Offline

#22 28/3/20 13:27

Iritscen
Moderator
From: NC, USA
Registered: 22/10/07

Re: Oni choppy when displaying some light effects in Windows 10

Make sure it's a high-quality flash drive or booting will probably take a long time.  I still think you'd be better off with a Win7 VM; the right config in the VM software could fix your fps/sound lag.  Anyway, nice work tracking down a solution!  Oni normally refuses to run in software, so I guess Mesa3D fools it into thinking it's running on a card.


Check out the Anniversary Edition Seven at ae.oni2.net!

Offline

Board footer

Powered by FluxBB