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Thread: Looking for users with slower computers

  1. #31
    Constant Bitrate Grimoire's Avatar
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    Ok, I installed the 0.8, copied the files over to my 0.7 folder and ran the 'run me.exe' when I went to open Open Mobile, I got the box for the home menu and all the menu's were white. I could click a few of them and the next screen was white. My music was playin in the background but I couldnt see what menu buttons to push...

    I'll try to get screen shots tomorrow. Put my carputer back to stock for a trip.

    [edit]
    Crap. I didnt even read these posts before I posted mine. Sorry to add to it and make the thread longer. Not my intention.

  2. #32
    Maximum Bitrate ws6vert's Avatar
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    Thanks for testing, we are aware of the problem and have a fix underway.

  3. #33
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    File updated with 0.8 Alpha 2
    This should resolve the issues with white boxes but at a sight performance hit-we're working on resolving those issues to make it even faster. Consider this a minimum performance benchmark...

  4. #34
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    Bump...need feedback from users that were having problems with this before

  5. #35
    Confusion Master
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    Quote Originally Posted by justchat_1 View Post
    Bump...need feedback from users that were having problems with this before
    Will try and have a look tomorrow, need to be on home PC

  6. #36
    Newbie ComputerChip's Avatar
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    OK, I've tested .2 on my laptop again. All the UI is showing now, but the CPU is running 85-90% from program launch and doesn't seem to ever stop. The only plugin that seems to work is Music and it is slow to launch and slow to draw, but I'm going to guess that is because of the CPU usage.

    On a sort of related note, I can't run it on my Win7 x64 or my WinXP work PCs (both of these are NOT slow PCs so I had not mentioned it before). It will launch but if you click any buttons it crashes with a weird .NET error that I have never seen before. I can enter a bug if you want, but since it is .8 I thought I would mention it here first.

  7. #37
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    Quote Originally Posted by justchat_1 View Post
    File updated with 0.8 Alpha 2
    This should resolve the issues with white boxes but at a sight performance hit-we're working on resolving those issues to make it even faster. Consider this a minimum performance benchmark...

    Ok, skin actually shows up now.

    However, it is slower than a slow thing on a go slow because it thinks even moving is not slow enough.

    None of the buttons seem to do anything, except for exit and media and when you get to media nothing seems to happen.

    One time pressing the about button brought up the button setting menu.

    It creates an image on both of my screens, as an aside closing or exiting one should not close the whole app unless it is the master one.

    Openmobile.exe was running at 97% the whole time which caused my CPU to run at 99-100%

  8. #38
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    Trying to support every variety of graphics card and driver is VERY difficult...but at least we got phase one down. If everything is drawing properly then we just need to fix the frame scheduler to work on all graphics cards and things should be good to go.

    Thats the reason your seeing such high CPU usage-and lag...the GPU isn't being slowed down so like a lot of 3D games it tries to run at the fastest framerate it can, even though it shouldn't be. Frame scheduling is a bit tricky with different hardware, we have nvidia down and working just gotta fix the rest. Once thats done you should be seeing that consistent single digit CPU usage we aim for.


    Quote Originally Posted by ComputerChip View Post
    On a sort of related note, I can't run it on my Win7 x64 or my WinXP work PCs (both of these are NOT slow PCs so I had not mentioned it before). It will launch but if you click any buttons it crashes with a weird .NET error that I have never seen before. I can enter a bug if you want, but since it is .8 I thought I would mention it here first.
    It could be a security permissions thing at work but thats just a guess. Yea if you can post the error that would be great.

  9. #39
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    Quote Originally Posted by justchat_1 View Post
    Trying to support every variety of graphics card and driver is VERY difficult...but at least we got phase one down. If everything is drawing properly then we just need to fix the frame scheduler to work on all graphics cards and things should be good to go.

    Thats the reason your seeing such high CPU usage-and lag...the GPU isn't being slowed down so like a lot of 3D games it tries to run at the fastest framerate it can, even though it shouldn't be. Frame scheduling is a bit tricky with different hardware, we have nvidia down and working just gotta fix the rest. Once thats done you should be seeing that consistent single digit CPU usage we aim for.
    Wow...sounds fun

    Quote Originally Posted by justchat_1 View Post
    It could be a security permissions thing at work but thats just a guess. Yea if you can post the error that would be great.
    I wouldn't think permissions as I'm admin on both PCs...anyhow, here is the error:

    Event Type: Error
    Event Source: .NET Runtime 2.0 Error Reporting
    Event Category: None
    Event ID: 5000
    Date: 8/3/2010
    Time: 1:22:27 PM
    User: N/A
    Computer:
    Description:
    EventType clr20r3, P1 open mobile.exe, P2 0.8.0.2, P3 4c54bec9, P4 openmobile.graphics, P5 1.0.0.201, P6 4c54bd39, P7 4d5b, P8 e4, P9 lbpp5vjp1vrwiiqqoj1a0mdigfgq3svc, P10 NIL.

    I copied the Debug DLL to the .8 folder and reproduced. I have a call stack for you now:

    -------------Exception: GraphicsErrorException-----------------
    16.468: Exception Message: InvalidValue
    16.468: Fatal: True
    16.468: Source: OpenMobile.Graphics
    16.468: Stack Trace: at OpenMobile.Graphics.OpenGL.ErrorHelper.CheckErrors ()
    at OpenMobile.Graphics.OpenGL.ErrorHelper.Dispose()
    at OpenMobile.Graphics.OpenGL.Raw.TexImage2D(TextureT arget target, Int32 level, PixelInternalFormat internalformat, Int32 width, Int32 height, Int32 border, PixelFormat format, PixelType type, IntPtr pixels)
    at OpenMobile.Graphics.Graphics.loadTexture(OImage& image)
    at OpenMobile.Graphics.Graphics.DrawImage(OImage image, Int32 X, Int32 Y, Int32 Width, Int32 Height, Single transparency, eAngle angle)
    at OpenMobile.Graphics.Graphics.DrawImage(OImage image, Int32 X, Int32 Y, Int32 Width, Int32 Height, Single transparency)
    at OpenMobile.Controls.OMList.Render(Graphics g, renderingParams e)
    at OpenMobile.Controls.OMPanel.Render(Graphics g, renderingParams e)
    at OpenMobile.RenderingWindow.OnPaint()
    at OpenMobile.RenderingWindow.OnRenderFrame(FrameEven tArgs e)
    at OpenMobile.GameWindow.OnRenderFrameInternal(FrameE ventArgs e)
    at OpenMobile.GameWindow.RaiseRenderFrame(Stopwatch render_watch, Double& next_render, FrameEventArgs render_args)
    at OpenMobile.GameWindow.DispatchUpdateAndRenderFrame (Object sender, EventArgs e)
    at OpenMobile.GameWindow.Run(Double updates_per_second, Double frames_per_second)
    at OpenMobile.RenderingWindow.Run(Double updateRate)
    at OpenMobile.Core.Main()
    16.468: Relevant Data:
    ----------------------------------------------------------------
    19.531: ExecuteTransition(0,Crossfade,)

  10. #40
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    Quote Originally Posted by ComputerChip View Post
    I copied the Debug DLL to the .8 folder and reproduced. I have a call stack for you now:

    -------------Exception: GraphicsErrorException-----------------
    16.468: Exception Message: InvalidValue
    16.468: Fatal: True
    16.468: Source: OpenMobile.Graphics
    16.468: Stack Trace: at OpenMobile.Graphics.OpenGL.ErrorHelper.CheckErrors ()
    at OpenMobile.Graphics.OpenGL.ErrorHelper.Dispose()
    at OpenMobile.Graphics.OpenGL.Raw.TexImage2D(TextureT arget target, Int32 level, PixelInternalFormat internalformat, Int32 width, Int32 height, Int32 border, PixelFormat format, PixelType type, IntPtr pixels)
    at OpenMobile.Graphics.Graphics.loadTexture(OImage& image)
    at OpenMobile.Graphics.Graphics.DrawImage(OImage image, Int32 X, Int32 Y, Int32 Width, Int32 Height, Single transparency, eAngle angle)
    at OpenMobile.Graphics.Graphics.DrawImage(OImage image, Int32 X, Int32 Y, Int32 Width, Int32 Height, Single transparency)
    at OpenMobile.Controls.OMList.Render(Graphics g, renderingParams e)
    at OpenMobile.Controls.OMPanel.Render(Graphics g, renderingParams e)
    at OpenMobile.RenderingWindow.OnPaint()
    at OpenMobile.RenderingWindow.OnRenderFrame(FrameEven tArgs e)
    at OpenMobile.GameWindow.OnRenderFrameInternal(FrameE ventArgs e)
    at OpenMobile.GameWindow.RaiseRenderFrame(Stopwatch render_watch, Double& next_render, FrameEventArgs render_args)
    at OpenMobile.GameWindow.DispatchUpdateAndRenderFrame (Object sender, EventArgs e)
    at OpenMobile.GameWindow.Run(Double updates_per_second, Double frames_per_second)
    at OpenMobile.RenderingWindow.Run(Double updateRate)
    at OpenMobile.Core.Main()
    16.468: Relevant Data:
    GREAT REPORT! Thats fixed in the beta (graphics cards with small amounts of memory want all of their images shrunk otherwise they complain) just gotta tweak a few things and well roll it out.

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