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Assassins Creed 2 woeful performance


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#41 Eric5h5

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Posted 07 February 2011 - 09:02 PM

View Postthe Battle Cat, on 07 February 2011 - 02:12 PM, said:

It should have said "Awesome Klingon Blabbermouth Developer Dude Guy"

Good thing I got to it first....

--Eric

#42 Smoke_Tetsu

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Posted 08 February 2011 - 04:05 AM

View PostBrad Oliver, on 07 February 2011 - 11:05 AM, said:

Conversely, if they introduced GL 4 and a GL profiler that worked awesome (say, like PIX for Direct3D), I'd drop GL 2 so fast it would disrupt the Hadron collider.

And drop support for anything below a Nvidia GeForce 400 series, Nvidia GeForce 500 series, ATI Radeon HD 5000 series, or AMD Radeon HD 6000 Series and above, in the process unless you\they also supported OpenGL 3.3. which supports GeForce 8, GeForce 9, GeForce 100, GeForce 200 and GeForce 300 series and Radeon HD series. You'd force people with cards below the what's supported in OpenGL 4.0 to either go with wrappers or boot camp.  :cool: That is unless 4.0 compatible code could be run with 3.3 on said hardware if it's present transparently I would hope so since 3.3's mission is to backport as much as possible from 4.x for those cards. Although I can understand only wanting to support (4.x) it since it could be the path of least resistance.  :unsure:
--Tetsuo

Alex Delarg, A Clockwork Orange said:

It's funny how the colors of the real world only seem really real when you viddy them on the screen.

the Battle Cat said:

Slower and faster? I'm sorry to hear such good news?

Late 2012 27 inch iMac, Core i7 Quad 3.4GHz, 16GB RAM, Nvidia GeForce GTX 680MX 2GB, 3TB HDD - Mavericks

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#43 Brad Oliver

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Posted 08 February 2011 - 08:14 AM

View PostSmoke_Tetsu, on 08 February 2011 - 04:05 AM, said:

That is unless 4.0 compatible code could be run with 3.3 on said hardware if it's present transparently I would hope so since 3.3's mission is to backport as much as possible from 4.x for those cards.

Yes, that's exactly what 3.3 is around for. The API matches 4 for the intersecting bits, so it's easy.
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#44 ltcommander.data

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Posted 08 February 2011 - 09:45 AM

View PostBrad Oliver, on 08 February 2011 - 08:14 AM, said:

Yes, that's exactly what 3.3 is around for. The API matches 4 for the intersecting bits, so it's easy.
So the driver compiler is able to take GLSL 4.0 code and compile it to run on OpenGL 3.3 hardware as long as you provide sections that don't call any newer extensions? Or do you also have to write your GLSO 4.0 code so that the backwards compatibility sections conform to GLSL 1.50 so that OpenGL 3.3 generation GPU's driver compiler can accept it?

And kind of related, I'm wondering how limiting lack of updated GLSL support is? If Apple were to continue to cherry pick and add support for all the individual extensions that you want, but stuck to GLSL 1.20 would there still be things that you couldn't do even though the relevant extensions are there? Or is improved GLSL more of a convenience in writing more efficient code and accessing those extensions and not specifically feature limiting?

#45 Brad Oliver

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Posted 08 February 2011 - 10:03 AM

View Postltcommander.data, on 08 February 2011 - 09:45 AM, said:

So the driver compiler is able to take GLSL 4.0 code and compile it to run on OpenGL 3.3 hardware as long as you provide sections that don't call any newer extensions? Or do you also have to write your GLSO 4.0 code so that the backwards compatibility sections conform to GLSL 1.50 so that OpenGL 3.3 generation GPU's driver compiler can accept it?

GL 4 is a superset of GL 3.3, so you'd just not call the unsupported portions. It is similar to how we do it now with GL 2.1 on hardware that supports only GL 1.5.

Quote

And kind of related, I'm wondering how limiting lack of updated GLSL support is? If Apple were to continue to cherry pick and add support for all the individual extensions that you want, but stuck to GLSL 1.20 would there still be things that you couldn't do even though the relevant extensions are there? Or is improved GLSL more of a convenience in writing more efficient code and accessing those extensions and not specifically feature limiting?


So far it hasn't been limiting at all, as I've stuck to ARB programs + the shader model 3 extensions. ;) That said, Apple supports EXT_gpu_shader4, so GLSL supports pretty much all of GLSL 1.3 right now with parts of GLSL 1.4 through a few other extensions. I don't follow it too closely since I haven't needed any features from it yet.
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#46 devSin

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Posted 08 February 2011 - 11:01 AM

I think Blizzard needed some more features to have StarCraft II not suck (or they just need more people to replace Rob and whoever else isn't there anymore). And Valve was complaining about something for some reason (nothing one million dollars wouldn't cure, I bet).

But it turned into nerdrage about the reported version of Apple's OpenGL library and has now morphed into a monster auto-reply bot that spews misinformation any time a performance complaint is made and totally disregards the driver authors and the actual developers of the Mac versions (if you have a handful of people at most maintaining your drivers for all your chips Apple still chooses to support and one or maybe two if you're lucky developers touching the actual Mac game code, no wonder there's always room for more optimization).

#47 jeannot

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Posted 09 February 2011 - 03:04 AM

View PostBrad Oliver, on 08 February 2011 - 10:03 AM, said:

So far it hasn't been limiting at all, as I've stuck to ARB programs + the shader model 3 extensions. ;) That said, Apple supports EXT_gpu_shader4, so GLSL supports pretty much all of GLSL 1.3 right now with parts of GLSL 1.4 through a few other extensions. I don't follow it too closely since I haven't needed any features from it yet.
Valve games will benefit from some openGL 3.X features, apparently.

Quote

we are anticipating even more speedups in this area if Apple implements the uniform_buffer_object extension and GLSL 1.3 in a future update.
http://store.steampo....com/news/4211/

#48 Brad Oliver

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Posted 09 February 2011 - 10:27 AM

View Postjeannot, on 09 February 2011 - 03:04 AM, said:

Valve games will benefit from some openGL 3.X features, apparently.
http://store.steampo....com/news/4211/

Yeah, GLSL has performance issues uploading shader constants, which is one reason why I've stuck with ARB programs + the shader model 3 extensions instead of GLSL.
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#49 Biarnred

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Posted 10 February 2011 - 07:40 PM

Hi

I bought this yesterday and it is awesome. No bugs, no issues except control is difficult (but not impossible) using keyboard/mouse. I am running on max settings throughout the options including fullscreen. Very smooth at all times.

More like this would be great! I now have RomeTW, COD:MW and Assassins C2. Better than I hoped for as a new iMac convert.

I have a i7 quad 27" iMac with 5750HD, SSD HD and 8GB DD3 1333Mhz ram.

Brgds

Alex
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#50 Smoke_Tetsu

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Posted 27 February 2011 - 03:37 PM

It's being reported that Lion 10.7 will have OpenGL 3.2 support apparently.

Quote

- Support for OpenGL 3.2 on capable hardware.

I found this out from here.

Also take a look at this quote ;)

Quote

OpenGL 3.2 support is indicated in the documentation.
I don't have Lion, but I know this from a reliable source. Another reliable source, if you consider Feral as reliable, has indirectly corroborated the information (without violating the NDA, so don't sue them Apple ). From what he said, I expect apps like GLView will need to be updated in order to report the correct openGL version.

Also according to iGame Radio Assassin's Creed Brotherhood is go be released on the Mac no later than March. Their press release when you download the PDF corroborates this.
--Tetsuo

Alex Delarg, A Clockwork Orange said:

It's funny how the colors of the real world only seem really real when you viddy them on the screen.

the Battle Cat said:

Slower and faster? I'm sorry to hear such good news?

Late 2012 27 inch iMac, Core i7 Quad 3.4GHz, 16GB RAM, Nvidia GeForce GTX 680MX 2GB, 3TB HDD - Mavericks

Late 2009 27 inch iMac, Core i5 2.6GHz, 12GB RAM, ATI Radeon 4850HD 512MB, 1TB HDD - Mavericks

Mac Mini, PowerPC G4 1.4Ghz, 1GB RAM, Radeon 9200 32MB, 256GB HDD - Leopard

Dell Inspiron 1200 Notebook: 1.2GHz Celeron, 1.2GB RAM, Intel GMA915, 75GB HDD - Ubuntu

Generic Black Tower PC, Dual Core 64-bit 2.4GHz, 4GB RAM, GeForce 9600 GT 512MB - Windows 7


#51 ltcommander.data

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Posted 27 February 2011 - 04:34 PM

View PostSmoke_Tetsu, on 27 February 2011 - 03:37 PM, said:

It's being reported that Lion 10.7 will have OpenGL 3.2 support apparently.

I found this out from here.

Also take a look at this quote ;)
Sadly most of the reports I've found seem to indicate that either OpenGL 3.2 support is not yet fully implemented in the current developer seed, since multiple reports point to GLSL still being at 1.20, or the GPUs that Apple is targeting for support is very limited since things haven't improved much in terms of extension support beyond Snow Leopard for the GMA X3100, 9400M, 8800GT or 320M among GPUs I've heard about. This supposed report from Feral that the OpenGL Extension Viewer actually needs to be updated to see Apple's improved OpenGL support is very weird. Hopefully that doesn't mean Apple's come up with a new OpenGL implementation that impedes cross-platform compatibility.

#52 Smoke_Tetsu

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Posted 27 February 2011 - 05:57 PM

Well it is still beta after all and there's some time left before its summer release. So things are still in flux and are subject to change.
--Tetsuo

Alex Delarg, A Clockwork Orange said:

It's funny how the colors of the real world only seem really real when you viddy them on the screen.

the Battle Cat said:

Slower and faster? I'm sorry to hear such good news?

Late 2012 27 inch iMac, Core i7 Quad 3.4GHz, 16GB RAM, Nvidia GeForce GTX 680MX 2GB, 3TB HDD - Mavericks

Late 2009 27 inch iMac, Core i5 2.6GHz, 12GB RAM, ATI Radeon 4850HD 512MB, 1TB HDD - Mavericks

Mac Mini, PowerPC G4 1.4Ghz, 1GB RAM, Radeon 9200 32MB, 256GB HDD - Leopard

Dell Inspiron 1200 Notebook: 1.2GHz Celeron, 1.2GB RAM, Intel GMA915, 75GB HDD - Ubuntu

Generic Black Tower PC, Dual Core 64-bit 2.4GHz, 4GB RAM, GeForce 9600 GT 512MB - Windows 7


#53 Brad Oliver

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Posted 02 March 2011 - 10:39 AM

View Postltcommander.data, on 27 February 2011 - 04:34 PM, said:

Sadly most of the reports I've found seem to indicate that either OpenGL 3.2 support is not yet fully implemented in the current developer seed, since multiple reports point to GLSL still being at 1.20...

You have to explicitly ask for a GL 3.2 context, and AFAIK no tools have yet been updated to do so. The "legacy" OpenGL 2.1 context will report GLSL 1.20. I would assume those reports are from folks who are unaware of what you need to do to query GL 3.x properly.
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#54 ltcommander.data

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Posted 02 March 2011 - 09:07 PM

View PostBrad Oliver, on 02 March 2011 - 10:39 AM, said:

You have to explicitly ask for a GL 3.2 context, and AFAIK no tools have yet been updated to do so. The "legacy" OpenGL 2.1 context will report GLSL 1.20. I would assume those reports are from folks who are unaware of what you need to do to query GL 3.x properly.
Yes. People seemed to have figured it out, confirming support for both ATI and nVidia GPUs. Although they are currently calling NSOpenGLProfileVersion3_2Core. I don't suppose Apple offers a compatibility profile that marries the legacy and core profiles?

It's great that OpenGL 3.2 is finally here. I believe you Mac porting companies pushed for the inclusion of ARB_draw_elements_base_vertex and ARB_fragment_coord_conventions in OpenGL 3.2 in addition to ARB_vertex_array_bgra and ARB_provoking_vertex which are already in Snow Leopard to ease porting from D3D so hopefully this will make your jobs easier. Presumably going OpenGL 4.0 would be quite a bit more work for Apple, implementing the new shader types to support tessellation, but are there things in the intermediate step, OpenGL 3.3, that are particularly important? Or is OpenGL 3.2 a sufficiently large step forward to satisfy the next year or two to come?

#55 Brad Oliver

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Posted 03 March 2011 - 09:58 AM

View Postltcommander.data, on 02 March 2011 - 09:07 PM, said:

Yes. People seemed to have figured it out, confirming support for both ATI and nVidia GPUs. Although they are currently calling NSOpenGLProfileVersion3_2Core. I don't suppose Apple offers a compatibility profile that marries the legacy and core profiles?

No, it's either-or. I'd prefer to have 3.2 with the "compatibility" profile as we'll have to refactor our code to not call the missing APIs when we're using GL 3.2, but we'll cope. :)

Quote

It's great that OpenGL 3.2 is finally here. I believe you Mac porting companies pushed for the inclusion of ARB_draw_elements_base_vertex and ARB_fragment_coord_conventions in OpenGL 3.2 in addition to ARB_vertex_array_bgra and ARB_provoking_vertex which are already in Snow Leopard to ease porting from D3D so hopefully this will make your jobs easier. Presumably going OpenGL 4.0 would be quite a bit more work for Apple, implementing the new shader types to support tessellation, but are there things in the intermediate step, OpenGL 3.3, that are particularly important? Or is OpenGL 3.2 a sufficiently large step forward to satisfy the next year or two to come?


Some of those were driven by Transgaming to specifically ease their burden, as they don't typically have access to the PC source code, but it's all appreciated. "Provoking vertex" might be best called the "Civ4 UI D3D quirk extension", as that's the only game I've seen that would benefit from that oddball extension, and it was one we were easily able to work around in the game code, for example, but ARB_vertex_array_bgra is immensely helpful as is ARB_framebuffer_object.

GL 3.2 should hold us just fine for now. I have yet to actually see a game that uses D3D10 in a way that would require work from us, so we've been able to dodge the bullet. It also helps that D3D10 is pretty much a "Vista and up" requirement, so most game companies have been reluctant to dive in head-first there. With luck, by the time we need to port a D3D10 game, everything from Apple will be in place.
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#56 dr.zeissler

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Posted 12 February 2021 - 12:59 PM

Any suggestions to get this thing working on 10.14.

Here is the Launcher:
http://static3.cdn.u...uncher.mpkg.zip

Extracted the "Ubisoft Game Launcher" and started it.
After that I startet "Assasins Creed 2" and got:


Process:    scimitar_sf [6705]
Path:   /Applications/Ubisoft/*/Assassin's Creed 2.app/Contents/MacOS/scimitar_sf
Identifier: com.Ubisoft.AssassinsCreed2
Version:    1.0.0 (25)
Build Info: AssassinsCreed2-285144~1
Code Type: X86 (Native)
Parent Process: ??? [1]
Responsible:    scimitar_sf [6705]
User ID:    501

Date/Time: 2021-02-12 20:51:08.475 +0100
OS Version: Mac OS X 10.14.6 (18G8022)
Report Version: 12
Anonymous UUID: DCAA4394-DFFA-BCDF-A6FE-A283B812D05D

Sleep/Wake UUID:    B078056D-5451-4785-9C75-31EEB370B5FB

Time Awake Since Boot: 160000 seconds
Time Since Wake:    130000 seconds

System Integrity Protection: enabled

Crashed Thread: 0  Dispatch queue: com.apple.main-thread

Exception Type: EXC_BAD_ACCESS (SIGSEGV)
Exception Codes:    KERN_INVALID_ADDRESS at 0x000000000000001d
Exception Note: EXC_CORPSE_NOTIFY

Termination Signal: Segmentation fault: 11
Termination Reason: Namespace SIGNAL, Code 0xb
Terminating Process:   exc handler [6705]

VM Regions Near 0x1d:
-->
__TEXT 0000000000001000-00000000027d1000 [ 39.8M]

r-x/rwx SM=COW  /Applications/Ubisoft/*/Assassin's Creed 2.app/Contents/MacOS/scimitar_sf
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#57 UmarOMC1

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Posted 13 February 2021 - 02:20 AM

Searching I ran into this suggestion in an Amazon.com review;

"If the game crashes immediately after trying to launch the single player, there is a quick way around this problem. Go to Applications, find the file with Assassin's Creed Brotherhood, right click on the Assassin's Creed Brotherhood icon inside the folder, and scroll down to Show Package Contents. Click on the Contents folder and then click on the MacOS folder. Inside there are two boxes called acbmf_sf and scimitar_sf. To my understanding, the scimitar_sf launches the single player game and does not work for me, and the acbmf_sf launches the multiplayer game. Click on the acbmf_sf icon to launch the multiplayer. This multiplayer section actually launches and will ask for a user name and password. Click cancel and the game will ask if you want to exit to the single player game. Click yes and the game will launch and is now playable. I hope this helps anyone that is not able to launch the game."
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#58 dr.zeissler

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Posted 13 February 2021 - 02:43 AM

Thx, but my DVD Version does not install multiplayer environment.
If I start the single player via console I get a segment fault 11.

https://discussions..../thread/8217579
"...The resolution of this issue is that the developer needs to fix bad behavior in his application"

I also installed the DVD on my MacMini2009 with 9400m and 10.6.8.
It seems that I need an Ubisoft-Soft account in order to get past the start screen.
...or just search for a crack...

I did not have typed in the serial-number at any point yet.
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#59 UmarOMC1

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Posted 13 February 2021 - 03:33 AM

I only resorted to a cracked download to get Metal Gear Rising: Revengeance working, and only because I paid for and own a copy. Then I updated macOS to Catalina and found out that it was a 32-bit game. Now it only works [for me] in Linux. :zonk:  …but, it works well.
macOS 10.15.x/3.5GHZ 8-Core Xeon W-3223 2019 MacPro/48GB RAM/Gigabyte RADEON VII

macOS 10.15.x/Manjario KDE/3.7GHz i7-8700K Hackintosh/64GB RAM/PowerColor RedDevil 5700XT
(my 'world of hurt' that my kids built in a day & is easier to maintain than Windows)

macOS 10.14.x/3.33GHz Xeon W3580 cMacPro (5,1 flash)/64GB RAM/PowerColor RedDevil RX580

#60 dr.zeissler

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Posted 13 February 2021 - 03:38 AM

Another great game that I never heard of that exits for macos. You can't buy it anywhere because of the 32Bit apocalypse
that for me as an retro-gamer on retro-machines and retro-OS's it's pain in the...you know it.

in some years if the market is big enough hopefully we gat a gaming-service for retro-mac-games like gog. (but not wine/cider/or other crappy stuff.!)
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