Here's one for all the early adopters out there, F10 pre-release version
http://labs.adobe.com/technologies/flashplayer10/
Enjoy,
Squize.
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Here's one for all the early adopters out there, F10 pre-release version
http://labs.adobe.com/technologies/flashplayer10/
Enjoy,
Squize.
and here's the money shot,
http://labs.adobe.com/technologies/f...rformance.html
Squize.
Yeah seems to be the case, new realeases for flash more often then I would like. Hopefully its not a very dramatic change as AS1 to AS2 to AS3 was.
3D Effects? What do they mean by that? Have they simply given sprites a z property now?
Anyone tried it out?
Thanks for the heads up Squize.
haha. that video smacks of adobe speak.
I think in terms of the 3D stuff you do get a z property and "hardware" perspective correction ( I've not really looked into it to be honest, it's only from what I remember from the original videos that were posted way back ).
It's ironic that we've all wanted hardware acceleration for so long, and it's just going to throw open the "Your game runs crap on my card" stuff. I feel a lot of quality options are going to have to be added to games, along with min. spec. details. It's like we're going to be PC coders now :)
Squize.
the guy never actually says "it will run faster"
It will take at least a week to get rid of the smell of bull**** that was generated by reading through the whole list of features and their descriptions.
screw 10 i'm going back to 3
hallelujahQuote:
File Reference runtime access — Bring users into the experience by letting them load files into your RIA. You can work with the content at runtime and even save it back when you are done through the browse dialog box. Files can be accessed as a byteArray or text using a convenient API in ActionScript without round-tripping to the server. You no longer have to know a server language or have access to a server to load or save files at runtime.
Dynamic Sound Generation — Dynamic sound generation extends the Sound class to play back dynamically created audio content through the use of an event listener on the Sound object.
Large Bitmap Support — Flash Player 10 now provides the ability to manipulate large bitmaps up to 16,777,216 pixels (4096 by 4096) with a maximum length of 8191 pixels per side.
Context Menu — Developers now have more control over what can be displayed in the context menu through the use of ActionScript APIs for common text field context menu items, supporting plain and rich text. The clipboard menu provides access to the clipboard in a safe and controlled way, and you can write handlers to paste text.
http://www.baxter.co.za/images/hallelujah.jpg
I wonder if Dynamic Sound Generation has anything to do with the mic input, the mic has been useless since version 6 when they introduced it.
Overall these features and enhancments all sound great but yeah,i´m holding back my actual judgment till i can try the stuff for myself for a while,too.
All these sound almost too good to be true, as previous hyped flash/player versions showd sadly it then often also was the case that some things were actually not true or only useful with heavy restrictions or in very specific cases,so yeah, that obviously makes people more cautious with time.
Hope it all turns out as great as they make it sound :)
I´ve been preaching for propper gpu support for a long time so that sounds most interesting to me, my biggest worry right now is though whether they implemented the gpu handling in a way that as many cards as possible are supported, i could only see few listed on their supported cards sheet, well, we´ll see soon.
I've tested it on my latest game and, my first impressions are ver very good. First, it's compatible :) and second it's much much faster at displaying MovieClips. Great !!!! But as tom say it, the F9 prerelease was alos much faster than official F9 release, so let's wait & see....
@lesli : Dynamic sound generation is generating sound objects from raw PCM data. It allows for example to pitch the sounds, or write libraries to play any format (mp3, ogg etc...) and also write trackers, mixers, squencers etc... This will open the door to games with better sounds.
I hope there is also the reverse function, that changes a sound object into a ByteArray.
hm, i´ve only tried a few swfs with the new player up to now. The demos swfs on the adobe labs page ran and worked fine but now i tried a game i´m working on an while it ran at around 50 fps in the old player with the new one it runs at around 40 and crashes randomly in between.
Well, time for some bug reports to adobe..
ok,after a few minutes more trying some stuff with it i have to say i never had so heavy bugs with a flash player version before as with this one.
Its of course a beta and i will report all those things and they will probably get fixed but it already makes me worry what´s up with the testing on adobe side if i get such crazy bugs after playing around with it for 5 minutes.
So first thing i did was try that game of mine as i said, it lead to way lower fps than with f9 player and randomly crashing in between while it didn´t crash in the f9 player.
Next up i did the embed with that new wmode param Wmode="gpu" for GPU compositing.
In this case the game´s title screen started up quickly, it showd the funky lighting effect i have going there but didn´t show the titlescreen menu layered above it for around 20 seconds.
Then it showd it so i could start the game. Ingame the fps fluctuated between 20 and 70 constantly (while in f9 player it was way more constantly around 50). Then i wanted to close the browser window and couldn´t. Because the browser´s x button was unresponsive suddenly.
I tried the task manager to kill the app and had to try closing the app for around a minute before it finally shut down, meanwhile constantly using up 100% cpu.
Next up i tried Wmode="direct" for GPU surfacing and it was pretty much the same result as above, game title started up,would show effect on titlescreen but not the menu in front of it, once menu showd up a good while later i started the game, ingame the fps would fluctuate dramatically again, in contrast to Wmode="gpu" embed this time the browser crashed hard again after around 1 minute of playing.
Hm, test lots of content with this one and report all your bugs people, this doesn´t make me happy now.
tom, where did you find this information on the new wmode tags? I have been trying to find that for ages.
I've added both new wmode's to a few games, no problems that I can see, i'll keep testing though.
from the looks of things, wmode="direct" gave the best results for me
Its from prerelease forums.
And yeah, its very inconsistent for me, for several games i tried now results are better, with others i get browser freezing,random crashing and heavy fps fluctuation. Seems to depend a lot on what is done in the game in which way.
Will try to to narrow down the causes some more.
I'm on a Mac, and while I'm seeing a general speed improvement compared to 9,0,115,0, I'm not getting any advantage from the new wmodes. Tried gpu, direct, transparent and default.... all achieved 50 fps out of 120 fps on my sprite test. I'm pretty sure my graphics card is supported; ATI Radeon HD2600 was listed, and I have an ATI Radeon HD2600 Pro. No crashes, and the only problem I've had so far is that it won't run Dofus (presumably the player check doesn't recognise FP10). Interestingly, if you check the 'Don't Ask Again' box in Global Security Settings, it'll change your allocated storage space to 0kB. Could this be a bug?
that you do not get any performance difference,no matter good or bad with your graphics card indeed is strange.
regarding the global settings this could be annoying for developers but i´d guess its intended that way by adobe.
With regard hardware acceleration,
"Open GL 2.0 video card with GLSL capabilities required to use this feature. When in use with the beta, a green square will appear in the upper left corner when accelerated"
So no green square even after amending your wmode means no gpu goodness.
Squize.
Squize found this regarding the wmode:
"Open GL 2.0 video card with GLSL capabilities required to use this feature. When in use with the beta, a green square will appear in the upper left corner when accelerated"
I didn't get a green square. Guess that settles it, my graphics card isn't supported?
[EDIT] Too slow. :)
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.