Very hot

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Dr.Disaster
Posts: 2876
Joined: Wed Aug 15, 2012 11:48 am

Re: Very hot

Post by Dr.Disaster »

badhabit wrote:
Dr.Disaster wrote:When a system is not able to keep itself cool under whatever kind of utilization the reason is always insufficient cooling.

Did you even care to check what hardware is in that laptop?
This system can call itself very lucky when it even gets 30 fps done with all LoG2 options set to "Low".
The overheating of a hardware system is only the symptom of a insufficient optimized software system/engine... this should be a lesson especially former demoscene guys should be well aware of ;)
ignorance is bliss
carlo222
Posts: 51
Joined: Thu Jun 20, 2013 1:48 pm

Re: Very hot

Post by carlo222 »

""etting everything in the graphic options to low and setting the internal frame-rate-limiter (in the grimrock.cfg) to lower FPS ""

played 1600x900 and have settings low resulution in the game

setting the internal frame-rate-limiter (in the grimrock.cfg) to lower FPS ""??
resolution = "1600 x 900"
displayMode = 1
verticalSync = 3
renderingQuality = 1
textureResolution = 3
textureFilter = 3
shadowQuality = 3
ssaoQuality = 3

i have clean the laptop now..
normally pc running no game..
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Palandus
Posts: 56
Joined: Wed Oct 29, 2014 11:20 am

Re: Very hot

Post by Palandus »

I'd say its because the number of things being rendered on the screen at one time is really high; though it could still be the Engines fault if it doesn't support multithreading/multicore support. Whereas in a dungeon there is very little to render and hence why people (including myself) get stable framerates in dungeons and horrendous framerates outside.

More things needing rendering = Larger hit to framerates.

If there was an option to reduce the number of items rendered in an area, that would probably help a lot.

Other thoughts:
-> It would be good to know how much is being rendered at one time. Is it just within a few squares of your character, or is the entire map?
-> Also, are mipmaps being used for long-distance targets / or is level of detail being used?
-> Also, is occlusion culling being used to NOT render things that you can't see (ie if you can't see on the other side of a wall, don't render the stuff on the side you can't see)
carlo222
Posts: 51
Joined: Thu Jun 20, 2013 1:48 pm

Re: Very hot

Post by carlo222 »

ok what should i change?
-- options
resolution = "1600 x 900"
displayMode = 1
verticalSync = 3
renderingQuality = 1
textureResolution = 3
textureFilter = 3
shadowQuality = 3
ssaoQuality = 3
fogParticles = true
muteMusic = false
muteSounds = false
musicVolume = 0.1865671641791
soundVolume = 0.8
arrowIcons = true
oneClickCasting = true
disableDamageTexts = false
hideItemProperties = false
mouseLook = true
invertX = false
invertY = false
autoSave = true
tabletMode = false
cameraBobbing = true
tooltipDelay = 0
maxFrameRate = 120
debugInfo = false
console = false
consoleKey = 220
windowPosX = nil
windowPosY = nil
editorWindowPosX = nil
editorWindowPosY = nil
editorWindowWidth = nil
editorWindowHeight = nil
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Dr.Disaster
Posts: 2876
Joined: Wed Aug 15, 2012 11:48 am

Re: Very hot

Post by Dr.Disaster »

carlo222 wrote:setting the internal frame-rate-limiter (in the grimrock.cfg) to lower FPS ""??
To know which framerates your laptop can deliver, change the line "debugInfo = false" into "debugInfo = true". During play you will then see the rendered frames per second in the lower left corner of your screen. When the displayed number rarely or never goes above 30 you don't need to bother with the framerate-limiter.
Just in case: it's line is "maxFrameRate = 120" with 120 being the default fps limit.

Reducing Shadows and SSAO will prolly benefit you more.
carlo222 wrote:
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Temperatures seem better now.
Palandus wrote:I'd say its because the number of things being rendered on the screen at one time is really high; though it could still be the Engines fault if it doesn't support multithreading/multicore support.
If LoG2 would not support multithreading/multicore it would not use 4 of my cores when it's running. Also asking for at least a dual core cpu to run it on would be pretty pointless then, wouldn't it?
carlo222
Posts: 51
Joined: Thu Jun 20, 2013 1:48 pm

Re: Very hot

Post by carlo222 »

ok thanks..i have changed...change the line "debugInfo = false" into "debugInfo = true
my frame is mostly 60-63.. 16,7ms white colour ..and 56-59 ..17-17.5 ms red colour.
Rendery Qualität is low in my game
texture is high in my game
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Dr.Disaster
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Joined: Wed Aug 15, 2012 11:48 am

Re: Very hot

Post by Dr.Disaster »

Are these numbers from an outside (i.e. twigroot forest) or inside (i.e. twigroot tunnels) map?
How are temperatures now while playing?
carlo222
Posts: 51
Joined: Thu Jun 20, 2013 1:48 pm

Re: Very hot

Post by carlo222 »

now inside dungeon
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badhabit
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Joined: Sat May 05, 2012 2:24 pm

Re: Very hot

Post by badhabit »

carlo222 wrote:now inside dungeon
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Looks good the real test will be twigroot forest and other outside areas. In this case consider additionally reducing the graphic settings to all low and reducing resolution by hand in the grimrock.cfg if you notice dropping fps below 60fps or overheating.
carlo222
Posts: 51
Joined: Thu Jun 20, 2013 1:48 pm

Re: Very hot

Post by carlo222 »

ok thanks..
can i.. fps invisble when i playing ,now is visible? shortcut?
when all ok, i like fps invisible? not to see when playing
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