Talk:GBA Broken Pier (xBlue98)

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Slow Motion Bug

This track has a lag problem. The problem exists in (almost?) all versions. It is particularly evident when the eye is directed towards the purple plants in the south west and the CPU opponents are activated. You can check it out with my next Intermezzo (will be released soon): The built-in performance monitor shows it clearly. -- Wiimm (talk) 19:44, 21 December 2021 (UTC)

This track has already been optimized on every aspect, vertices, textures and objects. It is clearly less complex than Bowser Castle so there shouldn't be problems. But from v1.03.1 onward the Boo objects have been reduced from 14 to 10. -- xBlue98 (talk) 00:14, 22 December 2021 (UTC)
I have noticed that someone continues (probably nonsense) to enjoy writing lag to the wbz files on whatever version I upload probably without even testing, writing it on a very detailed but excellently optimized track. To say that this is unprofessional is an understatement since several other tracks, which for example use large (or very large) RGBA3 or RGBA8 textures that really have lag problems do not have this tag. I don't care much about cpu's performance nitpicks but to write "lag" I want to see with facts, slowdowns visible to the eyes. Unfortunately I no longer own a real Wii to test and so other people tests for me before releasing. Have a nice day. --xBlue98 (talk) 15:01, 12 January 2022 (UTC)
Wiimm is the only person that has access to edit the WBZ entries. He tests every single track that goes onto his archive so if he's marking it as "lag" it's because he detects some. --Trainiax (talk | contribs) 16:43, 12 January 2022 (UTC)
You're saying nice things but still, I need to see a video of the lag, if exists, after that the tag may remain. Unfortunately words are different than facts, and I've always refused to believe what other people says. If I see real slowdowns with my eyes, things may be different at that point (?). --xBlue98 (talk) 16:59, 12 January 2022 (UTC)
I totally get what you're saying, I was just clarifying a bit about the process of his archive. I made a message on his personal talk page about this so he sees it since I don't know if he'll check here. --Trainiax (talk | contribs) 17:10, 12 January 2022 (UTC)
I don't have any proof or video of the lag on this track, but I do remember the Wii sometimes struggles with it. The biggest portion of the gameplay is totally fine and does not lag whatsoever, but trying (not sure anymore) to load the entire track on screen may lag. Krummers(#1936) (talk) 18:32, 12 January 2022 (UTC)
Yes, it could be that probably on the oldest version lag is present, but an amount of 14 objects, complex shaders, two model animations (chr) have been removed (and some small texture size reductions have been made as well). Checking with Brawlcrate the entire track (course_model + Crescent64 + M_obj_start) is at around 42000 facepoints, when modern day tracks can have also 60000 or more, only 17900 well distributed vertices all around the track (When Wii BC is 21000 and Super Marine Wolrd is 18400), a very well optimized KCL, textures are optimized and there are only two objects with effects (one cruiserR and one envkareha) other than pocha. Presence flags are also activated for most objects too. After all it's impossible that v1's performance is the same as v1.03.7's at all. --xBlue98 (talk) 19:44, 12 January 2022 (UTC)
If the lag is not demonstrable then here it does not exist in any way. If the track "struggles" does not mean automatically lag. Means that the hardware is being pushed a little towards to its limits as it should be for a more complex than average track. Then trying to load almost the entire course on screen to have lag it's impossible without hacks because many vertices are on the mountains and shipwrecks on the circular background, at most you could load half track. --xBlue98 (talk) 11:56, 13 January 2022 (UTC)
If playing offline with activates cpus, or playing online with 3 players, the performance monitor goes to nearly 100%. I tested it with all versions until now. And that means slow motion effect in full rooms. Go to the position int the south west (video @ 2:27). The drive to the right (another lane) and stay left from the stone. Then turn with A+B around. -- Wiimm (talk) 15:48, 23 January 2022 (UTC)
I apologize for the harsh tone I used, Wiimm, but this was unexpected. Many thanks to Khacker35000vr which found and explained me the cause, the wood material. Apparently the Wii isn't powerful enough to handle these materials with three texture references if they uses too many screen pixels, pushing the GPU to it's limits. Probably this type of problem can affect a few of Nintendo tracks as well, and it's not my fault if I used these materials, but rather the limited power of the Wii. I am currently thinking about solutions for these materials for the next update. --xBlue98 (talk) 18:03, 23 January 2022 (UTC)