Gridrunner Revolution OUT NOW }:-).

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Yak
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Re: Gridrunner Revolution OUT NOW }:-).

Post by Yak »

RiK wrote:
According to Giles that's 'intentional'.
Giles is absolutely right, it's made that way. There are a couple of different approaches to game throttling, each with their advantages and disadvantages. We are frame limiting, which is a problem if people run significantly higher refresh rates which is rare, but overall looks smoother provided you keep frame rate.

Surprised you didn't know that, can't you do that in blitz basic world?
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RiK
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Re: Gridrunner Revolution OUT NOW }:-).

Post by RiK »

Yak wrote:Giles is absolutely right, it's made that way. There are a couple of different approaches to game throttling, each with their advantages and disadvantages. We are frame limiting, which is a problem if people run significantly higher refresh rates which is rare, but overall looks smoother provided you keep frame rate.

Surprised you didn't know that, can't you do that in blitz basic world?
Of course I know that, everything I've ever made has timing code to ensure a constant game logic which is decoupled from the refresh rate, but that's irrelevant. I simply answered the question raised by bcass and confirmed that Giles had said was how it was designed. i.e. I'm just trying to help out with the tech support... :roll:

Doesn't it make it a bit unfair though because people with a monitor set to 85 Hz for example (as I used to with my old Iiyama beast) would then be playing a significantly harder game?
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Re: Gridrunner Revolution OUT NOW }:-).

Post by Yak »

Decoupling is fine (and even necessary) when you can have significantly varying loads due to the changing complexity of the scene being rendered, which is why 3D engines work that way, but the framework we use is designed to be optimal when you can keep up with the frame rate, which we generally can. Higher refresh rates have historically been pretty rare, although now they are becoming more common we'll likely have to allow for that possibility in future engine updates.
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Re: Gridrunner Revolution OUT NOW }:-).

Post by jshawnd »

My plan was to try out the demo now, and then get it when it makes it to Steam.

One minute into the demo, realized that that wasn't going to happen.

65 levels in and loving it. :D

Great game guys. Coming from someone that tried but couldn't get into Space Giraffe, I can see myself spending a lot of time with this one. And maybe I should give the Giraffe another try.

My eyes hurt.

Yak: Gridrunner++
Yak and Giles: Gridrunner Revolution.
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Re: Gridrunner Revolution OUT NOW }:-).

Post by chris_b »

RiK wrote:Doesn't it make it a bit unfair though because people with a monitor set to 85 Hz for example (as I used to with my old Iiyama beast) would then be playing a significantly harder game?
A possible* workaround in the meantime is to run "dxdiag", select the "More Help" tab and click the "Override..." button. Then you can tell DirectX to try and always use 60Hz for it's fullscreen modes, irrespective of your desktop settings.


*at least for XP. I don't know if this setting has any relevance on Vista or Windows 7.
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Re: Gridrunner Revolution OUT NOW }:-).

Post by Dio »

Shouldn't matter; the game itself will be requesting a 60Hz mode in fullscreen, I imagine. I would have thought this is only a problem for windowed play.
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Re: Gridrunner Revolution OUT NOW }:-).

Post by bcass »

Yep, it's only when windowed (when I have the window moved over to the 2nd display). Is there any way to force the 2nd display (when extended onto from the 1st display) into 60Hz (I'm using ATI Catalyst Control Center)? The ATI app is reporting that the max refresh rate for both displays is 60Hz anyway, so why faster on the 2nd display?
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Re: Gridrunner Revolution OUT NOW }:-).

Post by Dio »

Is it running at double speed - could it be getting twice as many vsync events, perhaps?
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Re: Gridrunner Revolution OUT NOW }:-).

Post by bcass »

It's difficult to tell exactly, maybe not quite double speed though.
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Re: Gridrunner Revolution OUT NOW }:-).

Post by ALLseeingEYE »

bcass wrote:Yep, it's only when windowed (when I have the window moved over to the 2nd display). Is there any way to force the 2nd display (when extended onto from the 1st display) into 60Hz (I'm using ATI Catalyst Control Center)? The ATI app is reporting that the max refresh rate for both displays is 60Hz anyway, so why faster on the 2nd display?
Try this man, assuming your Processor is a Dual Core. I've been playing on my HD through a second video out from my PC as well, and it was running twice as fast too (which is actually kind of awesome :) )

- Go to task manager (Alt+ctrl+Delete)
- Click Processes
- Right-Click "GridRunnerRev..."
- Select 'Set Affinity'
- Unckeck one of your CPU's (CPU 1, for example), then click 'ok'

This worked for me. Usually happened before when I played some games designed for Single core processors, and would slow them back down to regular speed. Seems to work great gor G Rev too.
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Re: Gridrunner Revolution OUT NOW }:-).

Post by bcass »

I have a quad core, but the same thing will probably work. The trouble is, you have to do it every time you play the game. Shame there isn't some sort of Windows profiler so you can tell Windows how many CPUs each app should use.
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Re: Gridrunner Revolution OUT NOW }:-).

Post by Dio »

You can create a shortcut that goes cmd start /affinity 1 <program name>
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Re: Gridrunner Revolution OUT NOW }:-).

Post by bcass »

Excellent, cheers. Does it matter which CPU I use?
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Re: Gridrunner Revolution OUT NOW }:-).

Post by bcass »

Dio wrote:You can create a shortcut that goes cmd start /affinity 1 <program name>
Bugger, it seems the /AFFINITY option is present in Vista and the 64-bit version of XP, but not the 32-bit version of XP (which is what I'm using).

I tried this StartAffinity app: http://www.adsciengineering.com/StartAffinity/
But it's still too fast, plus I'm not convinced it works properly as all cores showed increased activity (in Core Temp) when I loaded the game through it.

Any other ideas?
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Re: Gridrunner Revolution OUT NOW }:-).

Post by Dio »

Play fullscreen :) .
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