Video card?
So I can use my envidia card to perform cooler graphics. highpoli games?
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Video card?
So I can use my envidia card to perform cooler graphics. highpoli games?
"great", so i don´t get a green square, so obviously the content is not accelerated (wondered about that anyway since the fps fluctuated so much on various swfs i tried) but although the content is not accelerated (so in theory should be treated just like with older flash versions) i get all those things like browser unresponsivness,crashing,fps fluctuation etc when using the new wmode parameters.Quote:
Originally Posted by Squize
Also i wonder how come they have support for so few graphic card types when my graphic card is perfectly capable to run unity content in really nice look or when using scaleform display flash vector content at quite cool performance, you´expect after they neglect propper gpu support for so long they´d implement it in a way in which one can reach the broadest possible mass.
Dang.
to Never_land: in theory propper gpu support for all graphical operations would mean one can do way more crazy things on graphical side of course, also on codeside as a lot of heap is taken away from the cpu. In reality you shouldn´t expect to be able to do high poly stuff or using latest graphic card specs features of any sort (although obviously they implemented gpu suport in a way in which you need a halfway recent graphic card) and yeah,all in all obviously they´ve still got quite some issues to sort out.
Accelerated:
http://www.deusx.com/h/
The green square on that page is just a 'green.jpg' positioned over the swf. :/
i don´t get it, was that post intended to be a joke on adobe´s great gpu support or was it just an ad break for your upcoming game or what?
It's a joke, of course. But, I swear with that green square right next to the swf, I was able to add 3 more hovercrafts without slowing it down.
haha,awesome :D
on a more serious note i was quite disappointed when realizing that green square there was fake, for a minute or so i had hope you somehow had a different embed method or something which would make the "gpu support" of the new player work with my graphic card..
Can anyone find a list of new things we can try at the moment?
I imagine the card support is going to be added throughout the beta, as there's a silly number of them out there.
So the next beta release will support another 10 cards for example. They'll have tried to target generic cards and then wait for all the bug reports so they can then focus on specific card issues.
As to the possability of high poly counts, from what I can tell the gpu is just being used to blit to the screen quickly. It frees up the avm so it has more processing time, but it's not as if it's got openGL support now and you can just hit those libraries directly.
Squize.
yup.
Hope its as you said and way more card types get supported propperly till release. Would be ridiculous to only have it work propperly on very few and rather recent cards while still not actually getting to use the full force of the card (or well,even just a propper chunk of it).
Hoping for the best there.
Tinic Uro has posted 3 articles about dynamic sound in F10:
http://www.kaourantin.net/
Not sure but looks like SOUND_COMPLETE wont work in F10.Quote:
Unfortunately some features did not make it into Flash Player 10: Extracting audio data from a microphone and extracting audio from a NetStream object.
...
You should have never relied on SOUND_COMPLETE in the first place to do sound processing. Easy for me to say, but Macromedia did miss putting a big warning into the documentation. Or maybe the real problem was that no one really paid attention to the sound stack for such a long time. I am trying to change this, unfortunately in the process causing havoc for some clients and breaking backwards compatibility.
yeah, he said that onSoundComplete will be even less reliable with the new player.
His statements are quite "interesting",too: >We made an event that should be triggered when a sound ends,but yeah,you should not rely on it,our mistake was basically not adding a warning stating you should not rely on it<.
Don´t get me wrong, its cool they add more features and dynamic runtime sound generation without overly hacky workarounds sounds great, it makes me quite wonder though that with newer versions more and more Adobe gets bugs into old features or removes or cuts em down intentionally.
I´d expect that way more people would have use for a reliable onSoundComplete event than dynamically creating their sounds at runtime.
Also i don´t get the argumentation for why those things are cut down or not improved, they seem to make sense by themselves though it makes me wonder how come contender technologies get such things right for ages while Adobe doesn´t or partially even makes things worse regarding several features.
I'm really miffed about not being able to extract audio from a microphone, because the functionality is already there, its just that if you have direct access to mic audio, there's very little need to use communication server, which is currently the only place you can send the audio.
Really bad practice - restricting existing functionality to preserve other interests, and to have done it since version 6 too.
yup,totally agree. And better i don´t think a lot about the communication server (meanwhile splitted into several apps), makes me angry everytime when i think about pricing and feature policy.
SOUND_COMPLETE works on FP10, my 2 latest games were using it and this is the first thing I tested. It works well.
Actually for future sound app in FP10 we don't need SOUND_COMPLETE anymore which was used to synchronize a sound buffer playback. Now there will be a native way to do this, wonderfully explained in this article : http://www.kaourantin.net/2008/05/ad...se-part-2.html
Also the reverse (to extract raw dat from embedded sounds) will be possible : http://www.kaourantin.net/2008/05/ad...se-part-3.html
Really this FP10 will bring a lot for sound apps and sounds in games!
try soundComplete event triggering on a few different os (versions).
Also i´m wondering how the new added stuff offers a propper replacement for something like an onSoundComplete event when its not about generating sounds at runtime oneself. Curious to try though.
the thing that struck me about the video was the guy said "while the player is writing to the screen you can do other things". to me that sounds like your gonna have to change some code to get a performance increase, probably double buffering type stuff. furthermore i think the performance increase will be marginal as usual.
it's really odd to see it so buggy though. hope they have allowed enough time for it to mature
It means exactly what he said. The graphics drawing being handled by the GPU (that means "Graphics Processor Unit") on the graphics card. Right now it's all software drawing. That means the Flash player has to drawing graphics to the screen AND process actionscript. Now with the graphics card blitting the pixels to the screen WAY faster, it frees up processing time in the Flash player.Quote:
Originally Posted by BlinkOk
I took that to mean that when the screen is refreshed the gpu takes over and does it's thing which means control ( For want of a better term ) is passed back to the avm quicker.
It's like the sound chip in the Amiga, you'd start it playing a sample and it would just do that for you freeing up the cpu.
So that's where the speed increase would come from, the machine would be kinda working in parallel rather than really using the gfx cards pure brute force.
Be interesting to know for sure though.
oops, Ray beat me to it. Oh well, I still value my outdated words :)
Squize.