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  • 19:32
    risooonho commented #6593
  • 16:34

    Jjagg on develop

    fix fallback for GetRealSize() … provide fallback to for device.… Merge pull request #6952 from n… (compare)

  • 16:34
    Jjagg closed #6952
  • 16:34
    Jjagg commented #6952
  • 16:32

    Jjagg on develop

    Move the implementation of Boun… Merge pull request #6955 from n… (compare)

  • 16:32
    Jjagg closed #6955
  • 16:32
    Jjagg commented #6955
  • 16:30

    Jjagg on develop

    fix GamePad.Back emulation Merge pull request #6951 from n… (compare)

  • 16:30
    Jjagg closed #6951
  • 16:30
    Jjagg commented #6951
  • 16:28

    Jjagg on develop

    UWP content loading fix Fix resolution change for UWP Merge pull request #6964 from m… (compare)

  • 16:27
    Jjagg closed #6964
  • 16:27
    Jjagg commented #6964
  • 14:12
    fossegutten commented #6695
  • 13:55
    dayfox5317 edited #6967
  • 13:55
    dayfox5317 edited #6967
  • 13:53
    dayfox5317 commented #6967
  • 13:52
    dayfox5317 commented #6967
  • 13:52
    dayfox5317 closed #6967
  • 13:52
    dayfox5317 commented #6967
Sebastian Krośkiewicz
@s-m-k
since Auto would imply some hard-to-promise magic
Thomas Altenburger
@mrhelmut
I fixed my FMOD errors by reusing the MonoKickstart bootstrap script... okay .Net Core work wonder on both macOS and Linux
Bart van der Werf
@bartwe
any recommendations on where to start with putting an indevelopment mg project on linux /macox
Sebastian Krośkiewicz
@s-m-k
@mrhelmut I've noticed that the default FMOD C# binding produces a lot of garbage, I've fixed that by re-using the FMOD objects, since they're just wrappers around native pointers and when you free them, you can just set the pointers to IntPtr.Zero
also
sometimes you have to pass a string to a FMOD function, which involves marshaling
not only is it slow, but also produces garbage, so I just pass the bytes instead and pre-generate them beforehand
Thomas Altenburger
@mrhelmut
Ahah, funny, I ended up doing exactly the same for both the event instances and passing byte[] instead of string.
eshumphries
@eshumphries
Hi. Anyone have problems with MonoGame Pipeline Tool? I try adding content to my VS 2015 project, but can't. The content folder is referencing VS 2013 instead of 2015. Why?
No rush. Take your time.
eshumphries
@eshumphries
Never mind. Fixed. Sorry to bother.
Gabriel Fernandes Ribeiro
@gfribeiro_gitlab
Hello there!
I'm having some performance issues. I'm developing a piexel art game that was originally made with XNA and was ported to Monogame.
The game used to run fine in the XNA build for everyone, but users are reporting crashes in OpenGL build with low-end hardware (Intel HD2000 for example).
I would like to know if there is anything I can do to solve this crashes.
Thank you.
Sebastian Krośkiewicz
@s-m-k
@gfribeiro_gitlab MonoGame/MonoGame#6963
does that ring a bell?
although, Intel HD2000 drivers might have some trouble with OpenGL, correct me if I'm wrong
MG requires OpenGL 2.1 with some extensions
Gabriel Fernandes Ribeiro
@gfribeiro_gitlab
Hey, Thanks @s-m-k ! I'll try that :)
Think this could be also something with drivers? Not all HD2000 are having problems (I'm running right now in one)
Maxime
@monsieurmax
intel Opengl drivers for HD up to 3000 ( i think ) do not exist on win10, for example.
Nikos Kastellanos
@nkast
why everyone is so hyped with intel [re]-entering the GPU market?
Maxime
@monsieurmax
it's best for consumers to have multiple companies on the market
Actually, i'm more excited with AMD new processors. ;)
Nikos Kastellanos
@nkast
ok, but why they expect to be good? because everyoen who report this are excited to see them.
at the same time they drop support of their older cheaper cards, doesn't that send clean a message?
Maxime
@monsieurmax
well, honestly, i can't understand either
Vaseem Valentine
@MrValentine7777

The HD2000 series is from almost a decade ago, honestly, I think it comes down to metrics, they have numbers from Microsoft most likely of how many devices are using such hardware, either them or Steam system metrics, you can see those for yourself too.

It makes no sense to continue to support anything older - in my opinion - than 5 years, when the same team is responsible for supporting current hardware as well.

Intel technically making a second attempt at the GPU market - they never took the Larrabee to market - is exciting as it can lead to much improved iGPU performance as well as standalone socket cards.

Having said that, I believe their target segment is the Mid Tier market, which is a good market to tackle as it is the biggest market to take a chunk out of.

Another reason to be excited is new graphics technologies, Intel sits on many IP's and patents, you should go look into them, pretty sure they have over a million patents under their belt now.... ok, looking into it, they have 44,973 Grants 47,612 Applications making 71,161 Total Patents. | Source: https://www.patsnap.com/resources/innovation/intel

I personally have the Intel® Iris® Pro Graphics 580 in my 6770HQ Intel Skull Canyon, it handles quite a bit but now, being 4 generations behind, is lacking, I am looking forward to my 10th Gen processor upgrade in my next device.

Honestly if people keep thinking upgrading to modern technology nets them no added value, why should companies support them anyway? it's not like they are obligated to do so, the same goes for us game developers, we have no obligation to continue supporting a game post launch and a few patches later, we have to move onto the next project or sit idle and bleed money, the same goes for hardware vendors.

My bottom line is, newer systems are faster, and frankly buying modern hardware buys me those moments I - nor we as humans -cannot afford to lose.

Vaseem Valentine
@MrValentine7777
Note that Security Fixes are something they are somewhat obligated to fix, I think up to a decade prior from what I have seen personally.
Maxime
@monsieurmax
now that's an answer :thumbsup:
Nikos Kastellanos
@nkast
it's primary MS to blame here, I throw away half on my devices to upgrade to win10. it's expected to abadone old hardware that reach end of line , althow not a good stategy if you plan to enter the gpu market.
now i am reading about Larrabee, i remember this. what if it's intel answer to amds many cores?
having 512 micro-x86 on a card, each capable to run on it's own, and writing C/C++ compute shaders?
there was a similar project, a card with 256something ARM cores for rendering.
Nikos Kastellanos
@nkast
the key questing here is: can Xe run quake? (256 instances of quake, on by it's own)
Vaseem Valentine
@MrValentine7777

@monsieurmax Thanks

@nkast Actually they already have XEON PHI

Pretty sure it will be a config where some Cores are running at a higher boost ratio, basing this on current methods to allow for greater yields per wafer
Don't forget NVidia has somewhat dropped their MXM slots
Nikos Kastellanos
@nkast
anyone know of SwiftShader?
MG could use it to implement the ReferenceDevice on platforms other than DirectX http://www.monogame.net/documentation/?page=P_Microsoft_Xna_Framework_Graphics_GraphicsAdapter_UseReferenceDevice
it a quick way to port MG on new platforms that don't have GL, and/or a fallback in cases of missing GL drivers like with the HD2000.
Amizade
@LadyApollo

Hey everyone, I'm from the same team as @gfribeiro_gitlab. Reiterating, we had a game that ran on XNA and ported it to Monogame DESKTOPGL. After we ported, people that ran our game on very old hardware (e.g. Intel HD Graphics 2000 GPU) started getting a "Failed to create Graphics Device" exception during the game startup, and are now unable to play the game. I'm aware Monogame has compatibility issues with GPUs that don't support a certain version of OpenGL on Windows, and I'm aware of the whole "this is 10 years old hardware" argument, but bear in mind we are a Brazilian company, and this kind of old hardware is fairly common in our playerbase.

With that in mind, do you have any idea of what route we could take from here to solve this issue? Is there something we can change in code to keep the same level of support for older hardware that we had while we were using XNA? Is this something that is unattainable while using DESKTOPGL? If we change the code to use DIRECTX instead, would this fix the "Failed to create Graphics Device" issue?

Vaseem Valentine
@MrValentine7777
Err, Yes?
Windows is DirectX, you can play games from 1998 for a reason
OpenGL is like Android, so many variations and implementations, no consistency and Hardware support was also staggered, this is not a Windows Issue mind you, the HD2000 did not implement some OGL versions
You should develop using DX for Windows and OGL for everything else
Though, this may be changing next year!?
Sebastian Krośkiewicz
@s-m-k
in the perfect world, you should be able to choose the renderer on the fly
Vaseem Valentine
@MrValentine7777
@s-m-k In a perfect world, we would not need to.
Sebastian Krośkiewicz
@s-m-k
well, yes
my perfect world is a semi-perfect one
Vaseem Valentine
@MrValentine7777
@s-m-k You mean, Reality? 😜
Sebastian Krośkiewicz
@s-m-k
reality is hell though :)
Vaseem Valentine
@MrValentine7777
Hell suits me perfectly fine, been living in it for some time now 🤣