Search found 71 matches

by fb_juha
Tue Dec 13, 2011 9:55 pm
Forum: Trine 2
Topic: Trine 2 Underscan (solved)
Replies: 2
Views: 1966

Re: Trine 2 Underscan

If you are using Radeon graphics card, then please make sure you have the same refresh rate selected from the launcher as what your desktop is using.
by fb_juha
Tue Dec 13, 2011 12:35 pm
Forum: Trine 2
Topic: Game crashes to windows : data1.fbq corrupted...
Replies: 3
Views: 8667

Re: Game crashes to windows : data1.fbq corrupted...

To check it isn't a problem with the game, right-click Trine 2 in your Steam games library and go to properties/local files/verify integrity of game cache. Does Steam think it's corrupted as well, and does it start re-downloading it?
by fb_juha
Mon Dec 12, 2011 10:20 pm
Forum: Trine 2
Topic: Trine 2 is both technical and artistic masterpiece
Replies: 4
Views: 2929

Re: Trine 2 is both technical and artistic masterpiece

FXAA divides opinions as it's efficiency comes at the cost of blurring - some like it, other don't. It was the best trade-off for fixing specular aliasing on consoles, and due to that it's also used on PC. We actually were using MLAA earlier, but those code paths got broken along the development. As...
by fb_juha
Mon Dec 12, 2011 6:29 pm
Forum: Trine 2
Topic: Trine 2 has blown me away! 3D Vision
Replies: 32
Views: 25532

Re: Trine 2 has blown me away! 3D Vision

I am in complete agreement, s-3d for Trine 2 is phenomenal and I'm glad to see that you've managed to implement almost all of my suggestions (with the hud disabling and re-sizing being on the way). Playing your game in s-3d has been an experience that few other games can match and the attention to ...
by fb_juha
Mon Dec 12, 2011 1:43 pm
Forum: Trine 2
Topic: Trine 2 has blown me away! 3D Vision
Replies: 32
Views: 25532

Re: Trine 2 has blown me away! 3D Vision

Thank you very much!

Oh, and that cursor should be fixed on next patch. With high enough convergence it was pushed out of player area.
by fb_juha
Mon Dec 12, 2011 12:37 am
Forum: Trine 2
Topic: Trine 2 Constant Freezing
Replies: 20
Views: 13788

Re: Trine 2 Constant Freezing

Turning on Vsync seems to have fixed my problem. If so, out of curiosity, could you explain what the problem was with graphics cards overheating without Vsync? If the game frame rate is higher than monitor refresh rate, then vertical sync will mean that frame rate gets capped. This means that GPU d...
by fb_juha
Sat Dec 10, 2011 11:30 pm
Forum: Trine 2
Topic: Looks astonishing in 3D Vision - can you pull curser back?
Replies: 1
Views: 1316

Re: Looks astonishing in 3D Vision - can you pull curser bac

Thank you! There are no options for this, as mouse cursor (along with other 2d items tied to characters, such as aim indicators) are always supposed to be drawn on character depth. It seems that something on this logic gets broken if adjusting the variables to extreme enough values. Fixing this will...
by fb_juha
Sat Dec 10, 2011 3:34 am
Forum: Trine 2
Topic: Cant get 3d vision to work
Replies: 3
Views: 2131

Re: Cant get 3d vision to work

Strange, now the image works.

And yes, that confusing 3DVision error message is most likely caused by resolution refresh rate being too low - I spent several hours myself pondering the cause of it while doing the 3DVision implementation.
by fb_juha
Sat Dec 10, 2011 3:07 am
Forum: Trine 2
Topic: Hypertransport Crash
Replies: 4
Views: 2047

Re: Hypertransport Crash

As a quick test to see if this is caused by overheating, you could try reducing your graphics detail and anti-aliasing level considerably while enabling vertical sync. Limiting frame rate like this should allow your system to cool down between frames. Does that help?
by fb_juha
Sat Dec 10, 2011 2:56 am
Forum: Trine 2
Topic: Cant get 3d vision to work
Replies: 3
Views: 2131

Re: Cant get 3d vision to work

I can't open that picture as I get "403 - Forbidden" error.

That said, based on googling you have 120Hz stereo monitor. Have you set the game to use 120Hz refresh rate from the launcher?
by fb_juha
Fri Dec 09, 2011 1:31 pm
Forum: Trine 2
Topic: Trine 2 FINAL Discussion Thread
Replies: 44
Views: 25212

Re: Trine 2 FINAL Discussion Thread

The settings you mentioned worked great! Now it looks even more ridiculously good in 3D, makes me want to start all over again! For reference, this is what I find a good compromise between max depth and minimal crosstalk: setOption(renderingModule, "StereoSeparation", 0.11999999731779) se...
by fb_juha
Fri Dec 09, 2011 1:44 am
Forum: Trine 2
Topic: Trine 2 FINAL Discussion Thread
Replies: 44
Views: 25212

Re: Trine 2 FINAL Discussion Thread

adenin0 wrote:No , frmerate is the same.


This is very strange. Does the framerate actually go down if you increase the resolution?
Also, if you have vsync enabled try turning it off.

Other than that, we try to look into some more options we could try.
by fb_juha
Thu Dec 08, 2011 4:35 pm
Forum: Trine 2
Topic: Trine 2 FINAL Discussion Thread
Replies: 44
Views: 25212

Re: Trine 2 FINAL Discussion Thread

Thank you for the fast reply , but the res is already 640x480 and aa are off, compared to trine 1 the res was 800x600.Oh and the drivers are from January there aren't any newer.So does that mean , there is nothing you can do ? One thing you can try is opening %APPDATA%/Trine2/options.txt (copy-past...
by fb_juha
Thu Dec 08, 2011 2:13 pm
Forum: Trine 2
Topic: Trine 2 Sound Bug
Replies: 2
Views: 2443

Re: Trine 2 Sound Bug

Sounds like for some reason audio data can't be streamed in fast enough. So far no one else doesn't seem to have experienced this, but here are couple of things you could try. There shouldn't be any changes to the actual audio code. In steam game library view, if you right click Trine 2, and go to p...
by fb_juha
Thu Dec 08, 2011 1:33 pm
Forum: Trine 2
Topic: PSN release?
Replies: 17
Views: 11112

Re: PSN release?

How does the PSN version fare vs the PC version? I ask because a lot of times, the AA is turned off in multiplayer titles and other reductions. I know it probably wont reach Maximum settings for PC, but if it's close enough that it'd be hard to tell a difference, then I could wait a couple more wee...
by fb_juha
Thu Dec 08, 2011 4:21 am
Forum: Trine 2
Topic: Trine 2 FINAL Discussion Thread
Replies: 44
Views: 25212

Re: Trine 2 FINAL Discussion Thread

I agree with the 3D, using nVidia 3D Vision - thanks so much for not only making it compatible (which was all I really wanted) but going the extra distance and implementing in game controls - you can even change the depth of the UI! The only thing I would ask is for a greater range on the separatio...
by fb_juha
Thu Dec 08, 2011 12:02 am
Forum: Trine 2
Topic: Running well, guys
Replies: 2
Views: 2228

Re: Running well, guys

Current version should work with both AFR1 and AFR2 SLI modes. Early beta builds worked only with AFR2. We haven't seen any real performance difference between these two, though. As for going SSAA only, yes that's possible. If you open %APPDATA%/Trine2/options.txt and change "setOption(renderin...
by fb_juha
Wed Nov 30, 2011 4:59 pm
Forum: Trine 2
Topic: Trine 2 smashed my dreams!
Replies: 8
Views: 7151

Re: Trine 2 smashed my dreams!

Do you have anti-aliasing enabled? The way we do it is very expensive, and reducing it should do wonders if it is on. Also, if the frame rate is low, it's possible to reduce input lag by editing %APPDATA%/Trine2/options.txt. Change line setOption(renderingModule, "ReduceInputLag", false) t...
by fb_juha
Sat Nov 19, 2011 10:07 pm
Forum: Trine 2
Topic: TRINE 2 and 3D VISION
Replies: 4
Views: 3190

Re: TRINE 2 and 3D VISION

Hello everybody, I wonder if Trine 2 will be 3D VISION ready like the first one, cause actually the beta that i have tested is not convincing in stereoscopic mode. It seems that there is a lot of work to achieve a credible result, so... Hi, Latest beta build which went live yesterday evening added ...
by fb_juha
Thu Apr 28, 2011 3:47 pm
Forum: Trine Technical Support for Linux & Mac
Topic: Antialiasing not working in Linux
Replies: 42
Views: 24568

Re: Antialiasing not working in Linux

With deferred renderers you always end up with a form of supersampling. Even when you use hardware AA to generate g-buffers, you still have to supersample lighting. ( Render at a higher resolution, and at the end, downsample it. ) That's almost exactly what the current code does. When AA is enabled ...
by fb_juha
Tue Jul 14, 2009 12:15 pm
Forum: Trine Technical Support for Windows & PSN
Topic: Cinematic Lag
Replies: 4
Views: 3260

Re: Cinematic Lag

Are you using retail or Steam version? We have fixed one issue which could cause video and audio to go out of sync, but retail patch with this fix is not out yet.
by fb_juha
Tue Jul 14, 2009 12:09 pm
Forum: Trine Technical Support for Windows & PSN
Topic: 1600x900!!
Replies: 1
Views: 3477

Re: 1600x900!!

You need to edit config/options.txt and look for "screen_width" and "screen_height".
by fb_juha
Tue Jul 14, 2009 11:50 am
Forum: Trine
Topic: Activating a retail version of Trine on Steam?
Replies: 7
Views: 4931

Re: Activating a retail version of Trine on Steam?

We have made a retail patch which is equivalent to yesterdays Steam patch (we haven't made any before, as there has always been some issues we needed to fix). It still needs to go through our publisher so we can't give any ETA. Hopefully it will be soon.
by fb_juha
Tue Jul 14, 2009 11:45 am
Forum: Trine
Topic: PhysX Card Support?
Replies: 2
Views: 5001

Re: PhysX Card Support?

In theory the support for hardware physics is still in the engine. However, it hasn't been tested for a long time and it's likely that it won't work properly any more (no one in here has those extra cards in their dev computers anymore). If you are feeling experimental you can enable hardware suppor...
by fb_juha
Tue Jul 14, 2009 11:20 am
Forum: Trine
Topic: Guide for developer's console?
Replies: 3
Views: 2335

Re: Guide for developer's console?

There isn't a guide. If you are feeling experimental it is possible to browse through commands by writing a letter and filling the rest with tab. For screenshots you need to use command "hideGUI". Be default it will also disable player controls, which can be worked around by using command ...

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