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Saccades et FPS trop bas

PostPosted: 25 May 2014, 21:51
by mar7xion
Bonjour,

Comme conseillé, je poste mon system.log car mon jeu saccade complètement depuis les dernières mises à jour... Que ce soit avec ou sans le patch ITST avec lequel je joue.

===> GameSys Init <=== (core version: 1.2.00; date: May 23 2014, 12:07:53; for: Tennis Elbow 2013 1.0d)
CpuName: AMD Athlon(tm) X2 Dual-Core QL-65
CPU Id: AMD64 Family 17 Model 3 Stepping 1 (AuthenticAMD)
Speed: 2100 mhz; RAM: 4094 MB
OS: Windows 7 Home Premium v6.1 build #7601 (Unknown)
DirectX version: 9.0 (0x00090000)
Connected to Internet : INTERNET_CONNECTION_LAN
.Pak files are Original - No Extra Menu - No Extra Models
Language = Français
Trial version

=====> Devices init <=====
Failed: can't acquire device 'System Keyboard' at startup
Failed: can't acquire device 'System Mouse' at startup
Mouse Type: DI8DEVTYPE_MOUSE / 1 (Souris / Souris)

=====> 3D engine init <=====
3dEngine Init; version: 2.00.91; date: May 23 2014; time: 12:07:51
DDD - Name: 1-ATI Mobility Radeon HD 4500/5100 Series; Device: aticfx32.dll
Display Device: 1-ATI Mobility Radeon HD 4500/5100 Series
GM 0: (640 x 480, 16 bits, 60 hz)
GM 1: (640 x 480, 32 bits, 60 hz)
GM 2: (720 x 480, 16 bits, 60 hz)
GM 3: (720 x 480, 32 bits, 60 hz)
GM 4: (800 x 480, 16 bits, 60 hz)
GM 5: (800 x 480, 32 bits, 60 hz)
GM 6: (800 x 600, 16 bits, 60 hz)
GM 7: (800 x 600, 32 bits, 60 hz)
GM 8: (1024 x 600, 16 bits, 60 hz)
GM 9: (1024 x 600, 32 bits, 60 hz)
GM 10: (1024 x 768, 16 bits, 60 hz)
GM 11: (1024 x 768, 32 bits, 60 hz)
GM 12: (1280 x 720, 16 bits, 60 hz)
GM 13: (1280 x 720, 32 bits, 60 hz)
GM 14: (1280 x 768, 16 bits, 60 hz)
GM 15: (1280 x 768, 32 bits, 60 hz)
GM 16: (1366 x 768, 16 bits, 60 hz)
GM 17: (1366 x 768, 32 bits, 60 hz)
=========> D3D info <==========
Mode set to 1350x690x32 (0hz) (ZBuf: 24; Stencil: 8; Sample: 0; Windowed)
Mem available for Textures: 2289 MB
HW Rasterization: Yes; HW TnL: Yes
Supported patches: NPatches : No; Bezier : No; RT : No
HW Clipping of TL Vertex : No
ColorWriteEnable : Yes
Can render patches efficiently without caching : No
Z compare func:
Never: On
Less: On
Equal: On
LessEqual: On
Greater: On
NotEqual: On
GreaterEqual: On
Always: On
Anti-aliasing => Edge: No
Z Bias: Yes
Fog Range: Yes
Fog PixelTable: Yes
Fog Vertex: Yes
W-Fog: Yes
W-Buffer: No
HSR without ZBuffer: No
Poly Z Test: Yes
MipMap Bias: Yes
Max PointSize: 256
Max Anisotropy: 16
Max MaxActiveLights: 10
Alpha => Gouraud: Yes; Texture: Yes; Palette: No
SrcBlend: BothInvSrcAlpha BothSrcAlpha DestAlpha DestColor InvDestAlpha InvDestColor InvSrcAlpha InvSrcColor One SrcAlpha SrcAlphaSat SrcColor Zero
DstBlend: BothInvSrcAlpha BothSrcAlpha DestAlpha DestColor InvDestAlpha InvDestColor InvSrcAlpha InvSrcColor One SrcAlpha SrcAlphaSat SrcColor Zero
ColorOp: Add AddSigned AddSigned2X AddSmooth BlendCurrentAlpha BlendDiffuseAlpha BlendFactorAlpha BlendTextureAlpha BlendTextureAlphaPM BumpEnvMap BumpEnvMapLuminance Disable DotProduct3 Lerp Modulate Modulate2X Modulate4X ModulateAlpha_AddColor ModulateColor_AddAlpha ModulateInvalpha_AddColor ModulateInvColor_AddAlpha MultiplyAdd PreModulate SelectArg1 SelectArg2 Subtract
TexAddress: Border Clamp IndependentUV Mirror MirrorOnce Wrap
Texture must be Power of 2: No
Texture must be square: No
Volumetric texture: Yes
Texture size: Min(1, 1); Max(8192, 8192)
Texture projection: PerPixel
Max Blend Stages: 8; Max Simultaneous Textures: 8; Max Tex Coord : 8
Max Texture Repeat: 8192
Max Texture Aspect Ratio: 8192
GuardBand from (-8192, -8192) to (8192, 8192)
Need to strip FVF : Yes
VertexShader Version : 1.1
PixelShader Version : 1.4
MaxNumber of streams : 16
Max Vertex Blend Matrices : 4; Max Index : 8
=========> end of D3D info <==========
Texture: A8R8G8B8 32 bits ALPHA RGB
Texture: X8R8G8B8 32 bits RGB
Texture: R5G6B5 16 bits RGB
Texture: X1R5G5B5 16 bits RGB
Texture: A1R5G5B5 16 bits ALPHA RGB
Texture: A4R4G4B4 16 bits ALPHA RGB
Texture: A8 08 bits ALPHA
Texture: L8 08 bits
Texture: A8L8 16 bits ALPHA
Texture: A4L4 08 bits ALPHA
Texture: V8U8 16 bits Bump
Texture: X8L8V8U8 32 bits Bump
Texture: Q8W8V8U8 32 bits Bump
Texture: V16U16 32 bits Bump
Texture: DXT1 -8 bits Compressed
Texture: DXT2 -8 bits Compressed
Texture: DXT3 -8 bits Compressed
Texture: DXT4 -8 bits Compressed
Texture: DXT5 -8 bits Compressed
==> Pal8 Tex: (null) 00 bits
==> RgbX Tex: X8R8G8B8 32 bits RGB
==> RgbA Tex: A8R8G8B8 32 bits ALPHA RGB
Linear Fog On
=====> Shaders init <=====
Validate 0: 1
Validate 1: 1
Validate 2: 1
Validate 3: 1
Validate 4: 1
Validate 6: 1
Load shader file 'SpecialFx\WaterMirror.Shader'
Load shader file 'Scripts\Global.Shader'
Load shader file 'Scripts\Tennis.Shader'
Load shader file 'Scripts\Fx.Shader'
Load shader file 'Scripts\HUD.Shader'
Load shader file 'Scripts\Menu.Shader'
142 Shaders loaded: 178 stages, 141 TcMod, 41 DeformVertex and 0 AnimMaps
Bitmap(128*128*0)->Tex: .\Menu\Art\Circle.Tga (Format: RgbA)
DefaultQuad Radius: 1.41421
Meshes => NbVertex: 4; NbIndex: 780 (Old NbP:4; loss: 0%)
Bitmap(512*512*0)->Tex: .\Menu\Font\HugeChars.Tga (Format: RgbA)
Back to rendering
Bitmap(512*128*0)->Tex: .\Menu\Art\TennisElbow.Tga (Format: RgbA)

=====> Sound init <=====
SoundCaps: Freq min = 100; Freq max = 200000; PrimaryChannel = 2; Prim8b = 1; Prim16b = 1; 2nd8b = 1; 2nd16 = 1
Sound Card => Primary Stereo : yes; Buffer Stereo : yes

===> Tennis Elbow 2013 1.0d Init <=== (version: 1.0d; build: 108; date: May 24 2014; time: 13:30:05)

=====> Menu init <=====
sizeof => item: 276 (224 for GI); menu: 264; action: 12; param = 24; Cfg = 52
Bitmap(32*32*0)->Tex: .\Menu\Art\CursorBall.Tga (Format: RgbA)
Bitmap(32*32*0)->Tex: .\Menu\Art\CursorMask.Tga (Format: Rgb)
Bitmap(32*32*0)->Tex: .\Menu\Art\Arrow.Tga (Format: RgbA)
Bitmap(32*32*0)->Tex: .\Menu\Art\Grille02.Tga (Format: Rgb)
Bitmap(512*256*0)->Tex: .\Menu\Art\Bg\Main.Jpg (Format: Rgb)
Bitmap(128*128*0)->Tex: .\Menu\Art\Bar01.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\RoundBg01.Tga (Format: RgbA)
Bitmap(32*32*0)->Tex: .\Menu\Art\Ico\RadioOff.Tga (Format: RgbA)
Bitmap(32*32*0)->Tex: .\Menu\Art\Ico\RadioOn.Tga (Format: RgbA)
Bitmap(128*128*0)->Tex: .\Menu\Art\Ico\Court02.Tga (Format: RgbA)
Bitmap(128*128*0)->Tex: .\Menu\Art\Ico\Court03.Tga (Format: RgbA)
Bitmap(128*128*0)->Tex: .\Menu\Art\Ico\Court04.Tga (Format: RgbA)
Bitmap(128*128*0)->Tex: .\Menu\Art\Ico\Court05.Tga (Format: RgbA)
Bitmap(128*128*0)->Tex: .\Menu\Art\Ico\Court06.Tga (Format: RgbA)
Bitmap(128*128*0)->Tex: .\Menu\Art\Ico\Court07.Tga (Format: RgbA)
Bitmap(128*128*0)->Tex: .\Menu\Art\Ico\Court08.Tga (Format: RgbA)
Bitmap(128*128*0)->Tex: .\Menu\Art\Ico\Court09.Tga (Format: RgbA)
Bitmap(128*128*0)->Tex: .\Menu\Art\Ico\CustomCourt01.Tga (Format: RgbA)
Bitmap(128*128*0)->Tex: .\Menu\Art\Ico\CustomCourt02.Tga (Format: RgbA)
Bitmap(128*128*0)->Tex: .\Menu\Art\Ico\CustomCourt03.Tga (Format: RgbA)
Bitmap(128*128*0)->Tex: .\Menu\Art\Ico\CustomCourt04.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Court02s.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Court03s.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Court04s.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Court05s.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Court06s.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Court07s.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Court08s.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Court09s.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Court10s.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Court11s.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Court12s.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Court13s.Tga (Format: RgbA)
Bitmap(128*128*0)->Tex: .\Menu\Art\Ico\PlayerCfg02.Tga (Format: RgbA)
Bitmap(128*128*0)->Tex: .\Menu\Art\Ico\PlayerCfg03.Tga (Format: RgbA)
Bitmap(128*128*0)->Tex: .\Menu\Art\Ico\PlayerCfg04.Tga (Format: RgbA)
Bitmap(128*128*0)->Tex: .\Menu\Art\Ico\PlayerCfg05.Tga (Format: RgbA)
Bitmap(128*128*0)->Tex: .\Menu\Art\Ico\NbSet02.Tga (Format: RgbA)
Bitmap(128*128*0)->Tex: .\Menu\Art\Ico\NbSet03.Tga (Format: RgbA)
Bitmap(128*128*0)->Tex: .\Menu\Art\CircleRainbow.Tga (Format: Rgb)
Bitmap(512*256*0)->Tex: .\Menu\Art\Bg\Tournament.Jpg (Format: Rgb)
Bitmap(16*16*0)->Tex: .\Menu\Art\RoundBg03.Tga (Format: RgbA)
Bitmap(512*256*0)->Tex: .\Menu\Art\Bg\Planning.Jpg (Format: Rgb)
Bitmap(128*128*0)->Tex: .\Menu\Art\Ico\Back.Tga (Format: RgbA)
Bitmap(512*256*0)->Tex: .\Menu\Art\Bg\Sponsor.Jpg (Format: Rgb)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Board_Single.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Board_Double.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Csv.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\ArrowD.Tga (Format: RgbA)
Bitmap(256*64*0)->Tex: .\Menu\Art\Ico\HudInfoBar.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\HudBallYellow.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\HudBallRed.Tga (Format: RgbA)
Bitmap(1*8*0)->Tex: .\Menu\Art\RectBg04.Tga (Format: Rgb)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Soul_Human.Tga (Format: RgbA)
Bitmap(32*32*0)->Tex: .\Menu\Art\Ico\ClickButton.Tga (Format: RgbA)
Bitmap(8*8*0)->Tex: .\Menu\Art\Ico\GoalStand.Tga (Format: Rgb)
Bitmap(32*32*0)->Tex: .\Menu\Art\Ico\GoalTourney.Tga (Format: RgbA)
Bitmap(8*8*0)->Tex: .\Menu\Art\Ico\GoalUp.Tga (Format: Rgb)
Bitmap(512*256*0)->Tex: .\Menu\Art\Bg\Club01.Jpg (Format: Rgb)
Bitmap(128*128*0)->Tex: .\Menu\Art\Ico\Play.Tga (Format: RgbA)
Bitmap(128*128*0)->Tex: .\Menu\Art\Ico\CharacterSheet.Tga (Format: RgbA)
Bitmap(128*128*0)->Tex: .\Menu\Art\Ico\PlayOptions.Tga (Format: RgbA)
Bitmap(128*128*0)->Tex: .\Menu\Art\Ico\WarmUp.Tga (Format: RgbA)
Bitmap(128*128*0)->Tex: .\Menu\Art\Ico\Match.Tga (Format: RgbA)
Bitmap(512*256*0)->Tex: .\Menu\Art\Bg\Cup3.Jpg (Format: Rgb)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Arrow.Tga (Format: RgbA)
Bitmap(128*128*0)->Tex: .\Menu\Art\Ico\Done.Tga (Format: RgbA)
Bitmap(16*2*0)->Tex: .\Data\Flags\Wave.Tga (Format: Rgb)
Bitmap(8*8*0)->Tex: .\Menu\Art\Ico\PlayerStar1.Tga (Format: Rgb)
Bitmap(128*128*0)->Tex: .\Menu\Art\RoundBg02.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\ArrowU.Tga (Format: RgbA)
Bitmap(512*256*0)->Tex: .\Menu\Art\Bg\NewGame.Jpg (Format: Rgb)
Bitmap(512*256*0)->Tex: .\Menu\Art\Bg\Abstract01.Jpg (Format: Rgb)
Bitmap(128*256*0)->Tex: .\Data\Models\Textures\DangerZone.Tga (Format: RgbA)
Bitmap(8*8*0)->Tex: .\Menu\Art\Ico\PointerLine.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\PointerCircle.Tga (Format: RgbA)
Bitmap(128*128*0)->Tex: .\Menu\Art\Ico\IGH_SweetSpotBad.Tga (Format: RgbA)
Bitmap(128*128*0)->Tex: .\Menu\Art\Ico\IGH_SweetSpotGood.Tga (Format: RgbA)
Bitmap(256*64*0)->Tex: .\Menu\Art\Ico\HudInfoBoard.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\ScoreBoardGame.Tga (Format: RgbA)
Bitmap(128*64*0)->Tex: .\Menu\Art\Ico\ScoreBoardName.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\NW_Slow.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\NW_Drop.Tga (Format: RgbA)
Bitmap(128*128*0)->Tex: .\Menu\Art\Ico\SweetSpotGreen.Tga (Format: RgbA)
Bitmap(128*128*0)->Tex: .\Menu\Art\Ico\SweetSpotOrange.Tga (Format: RgbA)
Bitmap(128*128*0)->Tex: .\Menu\Art\Ico\SweetSpotRed.Tga (Format: RgbA)
Bitmap(512*256*0)->Tex: .\Menu\Art\Bg\Court01.Jpg (Format: Rgb)
Bitmap(512*256*0)->Tex: .\Menu\Art\Bg\Court02.Jpg (Format: Rgb)
Bitmap(512*256*0)->Tex: .\Menu\Art\Bg\Court03.Jpg (Format: Rgb)
Bitmap(512*256*0)->Tex: .\Menu\Art\Bg\Court04.Jpg (Format: Rgb)
Bitmap(512*256*0)->Tex: .\Menu\Art\Bg\Court05.Jpg (Format: Rgb)
Bitmap(512*256*0)->Tex: .\Menu\Art\Bg\Court06.Jpg (Format: Rgb)
Bitmap(512*256*0)->Tex: .\Menu\Art\Bg\Court07.Jpg (Format: Rgb)
Bitmap(512*256*0)->Tex: .\Menu\Art\Bg\Court08.Jpg (Format: Rgb)
Bitmap(512*256*0)->Tex: .\Menu\Art\Bg\Court09.Jpg (Format: Rgb)
Bitmap(128*128*0)->Tex: .\Menu\Art\Bg\Court10.Jpg (Format: Rgb)
Bitmap(128*128*0)->Tex: .\Menu\Art\Bg\Court11.Jpg (Format: Rgb)
Bitmap(128*128*0)->Tex: .\Menu\Art\Bg\Court12.Jpg (Format: Rgb)
Bitmap(128*128*0)->Tex: .\Menu\Art\Ico\NewGame.Tga (Format: RgbA)
Bitmap(128*128*0)->Tex: .\Menu\Art\Ico\WorldTour.Tga (Format: RgbA)
Bitmap(128*128*0)->Tex: .\Menu\Art\Ico\Load.Tga (Format: RgbA)
Bitmap(128*128*0)->Tex: .\Menu\Art\Ico\Save.Tga (Format: RgbA)
Bitmap(512*512*0)->Tex: .\Menu\Font\HugeCharsAdd_r90.jpg (Format: Rgb)
Bitmap(512*128*0)->Tex: .\Menu\Art\TennisElbow.Tga (Format: RgbA)
Bitmap(256*128*0)->Tex: .\Menu\Art\TeYear.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Side_Profile.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Side_Controls.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Side_Audio.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Side_Video.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Side_MiscOption.Tga (Format: RgbA)
Bitmap(128*128*0)->Tex: .\Menu\Art\Ico\Quit.Tga (Format: RgbA)
Bitmap(32*64*0)->Tex: .\Menu\Art\Ico\ScoreBoardSet.Tga (Format: RgbA)
Bitmap(32*32*0)->Tex: .\Menu\Art\Ico\Board_LastYear.Tga (Format: RgbA)
Bitmap(32*32*0)->Tex: .\Menu\Art\Ico\Board_Count.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Training.Tga (Format: RgbA)
Bitmap(8*8*0)->Tex: .\Menu\Art\Ico\Planning.Tga (Format: Rgb)
Bitmap(8*8*0)->Tex: .\Menu\Art\Ico\Sponsor.Tga (Format: Rgb)
Bitmap(8*8*0)->Tex: .\Menu\Art\Ico\Team.Tga (Format: Rgb)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\CoachContract.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\ControlSimulation.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\ControlArcade.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\ControlElite.Tga (Format: RgbA)
Bitmap(128*128*0)->Tex: .\Menu\Art\Ico\NetWork.Tga (Format: RgbA)
Bitmap(128*128*0)->Tex: .\Menu\Art\Ico\Court01.Tga (Format: RgbA)
Bitmap(128*128*0)->Tex: .\Menu\Art\Ico\NbSet01.Tga (Format: RgbA)
Bitmap(128*128*0)->Tex: .\Menu\Art\Ico\PlayerCfg01.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Reput1.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Reput3.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Reput5.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\CameraSave.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\CameraLoad.Tga (Format: RgbA)
Bitmap(2*16*0)->Tex: .\Menu\Art\RectBg03.Tga (Format: RgbA)
Bitmap(32*32*0)->Tex: .\Menu\Art\Ico\ViewMatchAll.Tga (Format: RgbA)
Bitmap(32*32*0)->Tex: .\Menu\Art\Ico\ViewMatchNone.Tga (Format: RgbA)
Bitmap(32*32*0)->Tex: .\Menu\Art\Ico\ViewMatchToggle.Tga (Format: RgbA)
Bitmap(256*64*0)->Tex: .\Menu\Art\Ico\CoachStarBg.Tga (Format: RgbA)
Bitmap(256*64*0)->Tex: .\Menu\Art\Ico\CoachStar.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Bar04.Tga (Format: RgbA)
Bitmap(128*16*0)->Tex: .\Menu\Art\Ico\InjuryBar.Tga (Format: RgbA)
Bitmap(128*16*0)->Tex: .\Menu\Art\Ico\MotivationBar.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Court01s.Tga (Format: RgbA)
Bitmap(2*8*0)->Tex: .\Menu\Art\Line.Tga (Format: Rgb)
Bitmap(128*128*0)->Tex: .\Menu\Art\Ico\TrainingClub.Tga (Format: RgbA)
Bitmap(128*128*0)->Tex: .\Menu\Art\Ico\PVR.Tga (Format: RgbA)
Bitmap(128*128*0)->Tex: .\Menu\Art\Ico\Credits.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Char_FavPartner.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\PlayerSave.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\PlayerLoad.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Style_Defenser.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Style_PowerBaseliner.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Style_Puncher.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Style_Varied.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Style_Volleyer.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Style_Counter.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Char_Height.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Char_Weight.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Char_Age.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Rank.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Palmares.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\CareerEvolution.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Retire.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\PlayerStat.Tga (Format: RgbA)
Bitmap(32*32*0)->Tex: .\Menu\Art\Ico\Char_1hand.Tga (Format: RgbA)
Bitmap(32*32*0)->Tex: .\Menu\Art\Ico\Char_2hand.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Char_HandL.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Char_HandR.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Soul_CPU.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\AutoRetrain.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Tiredness-Off.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Tiredness-On.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Grunt.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Anim_Serve.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Anim_Forehand.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Anim_Backhand.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Anim_SliceBH.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Anim_Return.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Color_Hat.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Color_Hair.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Color_Glasses.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Color_Eyes.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Color_Shirt.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Color_Cuff.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Color_Racket.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Color_RacketHandle.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Color_RacketString.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Color_Shorts.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Color_Skin.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Color_Socks.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Color_Shoes.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\EnterGood.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\EnterWarning.Tga (Format: RgbA)
Bitmap(128*128*0)->Tex: .\Menu\Art\Ico\TourMenNG.Tga (Format: RgbA)
Bitmap(128*128*0)->Tex: .\Menu\Art\Ico\TourWomenNG.Tga (Format: RgbA)
Bitmap(128*32*0)->Tex: .\Menu\Art\Ico\VolumeBar.Tga (Format: RgbA)
Bitmap(1024*512*0)->Tex: .\Menu\Art\Bg\Performance01.Jpg (Format: Rgb)
Bitmap(1024*512*0)->Tex: .\Menu\Art\Bg\Performance02.Jpg (Format: Rgb)
Bitmap(1024*512*0)->Tex: .\Menu\Art\Bg\Performance03.Jpg (Format: Rgb)
Bitmap(1024*512*0)->Tex: .\Menu\Art\Bg\Performance01wta.Jpg (Format: Rgb)
Bitmap(1024*512*0)->Tex: .\Menu\Art\Bg\Performance02wta.Jpg (Format: Rgb)
Bitmap(1024*512*0)->Tex: .\Menu\Art\Bg\Performance03wta.Jpg (Format: Rgb)
Bitmap(32*32*0)->Tex: .\Menu\Art\Ico\Delete.Tga (Format: RgbA)
Bitmap(4*64*0)->Tex: .\Menu\Art\ReplayBarCenter.Tga (Format: Rgb)
Bitmap(1*32*0)->Tex: .\Menu\Art\ReplayBarEdge.Tga (Format: Rgb)
Bitmap(64*32*0)->Tex: .\Menu\Art\Ico\SkipStop.Tga (Format: RgbA)
Bitmap(64*32*0)->Tex: .\Menu\Art\Ico\SkipPoint.Tga (Format: RgbA)
Bitmap(64*32*0)->Tex: .\Menu\Art\Ico\SkipGame.Tga (Format: RgbA)
Bitmap(64*32*0)->Tex: .\Menu\Art\Ico\SkipSet.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\TourWomen.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\TourMen.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Reput2.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Reput4.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Preview-Off.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Preview-Service.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Preview-Rally.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Preview-Danger.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Preview-Aim.Tga (Format: RgbA)
Bitmap(128*16*0)->Tex: .\Menu\Art\Ico\SkillBar.Tga (Format: RgbA)
Bitmap(512*256*0)->Tex: .\Menu\Art\Bg\WorldTour.Jpg (Format: Rgb)
Bitmap(128*128*0)->Tex: .\Menu\Art\Ico\NextMatch.Tga (Format: RgbA)
Bitmap(128*128*0)->Tex: .\Menu\Art\Ico\TourInfo.Tga (Format: RgbA)
Bitmap(8*8*0)->Tex: .\Menu\Art\Ico\HireBuy.Tga (Format: Rgb)
Bitmap(128*128*0)->Tex: .\Menu\Art\Ico\Camera.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Board_Entry.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Board_Race.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Board_DrawFinal.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Board_DrawQualif.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Board_Major.Tga (Format: RgbA)
Bitmap(64*64*0)->Tex: .\Menu\Art\Ico\Board_Minor.Tga (Format: RgbA)
Bitmap(32*4*0)->Tex: .\Menu\Art\Ico\HudShortForm.Tga (Format: RgbA)
Bitmap(32*4*0)->Tex: .\Menu\Art\Ico\HudLongForm.Tga (Format: RgbA)
Bitmap(64*32*0)->Tex: .\Menu\Art\Ico\HudFormBgRight.Tga (Format: RgbA)
Bitmap(64*32*0)->Tex: .\Menu\Art\Ico\HudFormBgLeft.Tga (Format: RgbA)
Bitmap(64*32*0)->Tex: .\Menu\Art\Ico\NavButton.Tga (Format: RgbA)
Bitmap(16*16*0)->Tex: .\Menu\Art\Ico\Nav_Beg.Tga (Format: RgbA)
Bitmap(32*16*0)->Tex: .\Menu\Art\Ico\Nav_2x.Tga (Format: RgbA)
Bitmap(32*16*0)->Tex: .\Menu\Art\Ico\Nav_d4.Tga (Format: RgbA)
Bitmap(16*16*0)->Tex: .\Menu\Art\Ico\Nav_Pause.Tga (Format: RgbA)
Bitmap(16*16*0)->Tex: .\Menu\Art\Ico\Nav_1x.Tga (Format: RgbA)
Bitmap(32*32*0)->Tex: .\Menu\Art\ReplayBarInfo.Tga (Format: RgbA)
213 Menus loaded in 1127 ms; 2804 Items; 3244 Actions; 14 VarRT; 9438 Cfg; 20214 Param
==> Memory needed for menu structures : 1803 KB
Bitmap(64*64*0)->Tex: .\Data\Textures\NotFound.Tga (Format: RgbA)
Ambiant (0.627451, 0.627451, 0.627451)
Star (1, 1, 1)
Star Dir (-0.146447, -0.92388, 0.353553)

================ 3DS Loader : Data\Models\TennisBall.3DS ================
New Object: 'GeoSphere0'
Convert Mesh: Data\Models\TennisBall.3DS
Object Name: GeoSphere0
Bitmap(32*16*0)->Tex: .\Data\Models\Textures\BALL.Tga (Format: Rgb)
Nb Points before merging: 64
Nb Points after merging: 55; NbFaces: 80; NbGhostPts: 13
GeoSphere0 Radius: 3.3


================ 3DS Loader : Data\Models\MouseAim.3DS ================
New Object: 'Box01'
Convert Mesh: Data\Models\MouseAim.3DS
Object Name: Box01
Bitmap(128*128*0)->Tex: .\Data\Models\Textures\MouseAim.Tga (Format: RgbA)
Nb Points before merging: 4
Nb Points after merging: 4; NbFaces: 2; NbGhostPts: 0
Box01 Radius: 1.41321

Bitmap(16*16*0)->Tex: .\Data\Models\Textures\MouseAimCenter.Tga (Format: RgbA)
Bitmap(32*32*0)->Tex: .\Data\Models\Textures\MouseAimArrow.Tga (Format: RgbA)
SpeedStep Detection: Dms = 4983 ; Dpc = 4983.23 ; Dms - Dpc = 0.228516
===> Total Init Time = 5.095 s
Xfire Detected : No
Mem available for Textures: 2284 MB

=====> Exit GameSys <=====
SectionAdd : 49/256 ; EntryAdd 860/8192
NbIniCode = 1167 (Max = 3500); Size = 13505 bytes (Max = 35000)
Mem available for Textures: 2287 MB
Info: MaxV: 480; MaxI: 720; NbPrim: 5144; AvgV: 94; AvgI: 145; ST::NbMaxEntry: 26; ST::BufLgt: 0
NbVertexShader created on the fly : 7

Re: Saccades et FPS trop bas

PostPosted: 26 May 2014, 04:06
by manutoo
Bonjour,

tout a l'air correct.
Si tu ne l'as pas déjà fait, redémarre ton PC, puis vérifie que tu n'as pas un programme qui tourne en prenant bcp de ressources.
Ensuite, baisse les options vidéo : désactive les Courts 3D, et mets les détails des joueurs sur bas.
Vérifie aussi que l'accélération 3D est toujours activée dans ton Windows.

Re: Saccades et FPS trop bas

PostPosted: 26 May 2014, 19:42
by Guest
Merci. Mais j'avais dékà fais tout ca, de toute façon ca bug des l'ouverture du jeu pas seulement pendant les points. Je n'ai aucune idée de pourquoi ca arrive avec cette mise à jour ...

Re: Saccades et FPS trop bas

PostPosted: 27 May 2014, 04:07
by manutoo
Ben regarde ça (en anglais) : topic5-16488.php .
Sinon, je n'ai pas d'idée.

Re: Saccades et FPS trop bas

PostPosted: 27 May 2014, 08:48
by mar7xion
Salut,

Malheureusement j'ai tenté cette solution aussi, sans succès :s

Re: Saccades et FPS trop bas

PostPosted: 27 May 2014, 09:03
by mar7xion
J'ai trouvé l'origine du problème. A l'installation j'avais eu beaucoup de problème à l'étape de copie de "oggdec.exe" de mémoire.

Ainsi, j'ai fais quelques tests, en supprimant le dossier MUSIC (qui contient quelques fichiers .ogg) je n'ai aucun problemes. Plus en détail, c'est le dossier MENU qui pose probleme. 2 fichiers s'y trouvent : Fearless.ogg et Elchromeo.ogg.

Quand j'enlève les deux, aucun probleme. Quand j'enleve un des deux, c'est moitié moins saccadé.

Ces fichiers étaient apparemment présents dans l'ancienne version donc je ne sais pas pourquoi j'ai un problème avec. Ou peut etre le lecteur de fichiers ogg qui pose probleme? Dans ce cas j'imagine que je pourrai rencontrer d'autres soucis ? J'imagine que ces deux fichiers avaient un rapport avec la musique du jeu?

Re: Saccades et FPS trop bas

PostPosted: 28 May 2014, 02:28
by manutoo
Hum, c'est possible que tu ais installé un lecteur audio qui prend en charge les .ogg et que les codecs installés avec le jeu ne soient plus utilisés, d'où les problèmes.