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Автор[Update] Новая версия HTML5-боёв
Сместите левее инфу о том, сколько урона нанесется в бою по врагу плз
Спасибо, исправлено
Отличные новости.
C Pixi играл в смт
внезапно пропала доска полностью

https://ibb.co/HBv4NZr
Версия 79.0.3945.117 (Официальная сборка), (64 бит)
Самсунг таб а7 2016 года модель. Хром. Андроид 511, фризы просто жесть.
Отображаются ли тени в бою?
C Pixi играл в смт
внезапно пропала доска полностью

https://ibb.co/HBv4NZr

Нет скриншота по ссылке
для Maxim (adm):
для Maxim (adm):
https://ibb.co/cLtd1VV
зашла с мало мощного ноутбука... Изменился шрифт и отображение стало не правильное
https://imgur.com/a/hVXGQyp
для Maxim (adm):
Да отображаются, в версии для пк на планшете.
Тени были при расстановки отрядов, а в самом бою пропали. То ли оптимизация системы так работает то ли не знаю.
для Maxim (adm):
https://ibb.co/cLtd1VV

Если ещё раз возникнет ошибка, пожалуйста, нажмите F12 -> Console, посмотрите пишутся ли ошибки
для Maxim (adm):
Да отображаются, в версии для пк на планшете.

А без версии для ПК, отображаются ли тени? Версия для ПК включает старый движёк боя
Да, тени отображаются.
И лагать стало меньше.
На мобильнике нереально шаром попасть в групу существ, сделайте подсветку попадающих под шар существ, если возможно
При закрытии чата боя экран на секунду-две становится коричневый.

У меня тоже, раньше вроде не было
Попробовал на ноуте включить новую версию боя, так производительность по ощущениям упала просто жуть. (как будто мало фпс)
Походу мою видюху не поддерживает

На телефоне пока не пробовал
Скопируйте, пожалуйста, что выдает Хром по ссылке chrome://gpu про "Graphics Feature Status"


Graphics Feature Status
Canvas: Hardware accelerated
Flash: Hardware accelerated
Flash Stage3D: Hardware accelerated
Flash Stage3D Baseline profile: Hardware accelerated
Compositing: Hardware accelerated
Multiple Raster Threads: Disabled
Out-of-process Rasterization: Hardware accelerated
Hardware Protected Video Decode: Unavailable
Rasterization: Hardware accelerated
Skia Renderer: Disabled
Surface Control: Disabled
Video Decode: Hardware accelerated
Viz Display Compositor: Enabled
Viz Hit-test Surface Layer: Enabled
WebGL: Hardware accelerated
WebGL2: Hardware accelerated
Driver Bug Workarounds
broken_egl_image_ref_counting
clear_uniforms_before_first_program_use
disable_blend_equation_advanced
disable_discard_framebuffer
disable_program_caching_for_transform_feedback
disable_program_disk_cache
disable_timestamp_queries
dont_disable_webgl_when_compositor_context_lost
dont_initialize_uninitialized_locals
force_cube_map_positive_x_allocation
max_copy_texture_chromium_size_1048576
max_msaa_sample_count_4
max_texture_size_limit_4096
multisample_renderbuffer_resize_emulation
round_down_uniform_bind_buffer_range_size
scalarize_vec_and_mat_constructor_args
unbind_attachments_on_bound_render_fbo_delete
unbind_egl_context_to_flush_driver_caches
use_es2_for_oopr
use_virtualized_gl_contexts
wake_up_gpu_before_drawing
disabled_extension_GL_EXT_disjoint_timer_query
disabled_extension_GL_EXT_disjoint_timer_query_webgl2
disabled_extension_GL_EXT_sRGB
disabled_extension_GL_EXT_shader_framebuffer_fetch
disabled_extension_GL_KHR_blend_equation_advanced
disabled_extension_GL_KHR_blend_equation_advanced_coherent
disabled_webgl_extension_EXT_disjoint_timer_query
disabled_webgl_extension_EXT_disjoint_timer_query_webgl2
Problems Detected
Protected video decoding with swap chain is for Windows and Intel only
Disabled Features: protected_video_decode
Non-virtual contexts on Qualcomm sometimes cause out-of-order frames: 163464, 233612, 289461
Applied Workarounds: use_virtualized_gl_contexts
The first draw operation from an idle state is slow: 309734
Applied Workarounds: wake_up_gpu_before_drawing
Clear uniforms before first program use on all platforms: 124764, 349137
Applied Workarounds: clear_uniforms_before_first_program_use
Always rewrite vec/mat constructors to be consistent: 398694
Applied Workarounds: scalarize_vec_and_mat_constructor_args
Adreno 420 driver loses FBO attachment contents on bound FBO deletion: 457027
Applied Workarounds: unbind_attachments_on_bound_render_fbo_delete
Adreno 420 driver drops draw calls after FBO invalidation: 443060
Applied Workarounds: disable_discard_framebuffer
EXT_disjoint_timer_query fails after 256 queries on adreno 4xx: 477514
Applied Workarounds: disable(GL_EXT_disjoint_timer_query), disable(GL_EXT_disjoint_timer_query_webgl2)
GL_KHR_blend_equation_advanced breaks blending on Adreno 4xx: 488485
Applied Workarounds: disable_blend_equation_advanced
glFinish doesn't clear caches on Android: 509727
Applied Workarounds: unbind_egl_context_to_flush_driver_caches
Android Adreno crashes on binding incomplete cube map texture to FBO: 518889
Applied Workarounds: force_cube_map_positive_x_allocation
CHROMIUM_copy_texture with 1MB copy per flush to avoid unwanted cache growth on Adreno: 542478
Applied Workarounds: max_copy_texture_chromium_size_1048576
glReadPixels fails on FBOs with SRGB_ALPHA textures, Nexus 5X: 550292, 565179
Applied Workarounds: disable(GL_EXT_sRGB)
EGLImage ref counting across EGLContext/threads is broken: 585250
Applied Workarounds: broken_egl_image_ref_counting
Limit max texure size to 4096 on all of Android
Applied Workarounds: max_texture_size_limit_4096
Disable KHR_blend_equation_advanced until cc shaders are updated: 661715
Applied Workarounds: disable(GL_KHR_blend_equation_advanced), disable(GL_KHR_blend_equation_advanced_coherent)
Program binaries don't contain transform
Ой, а с мобилы вообще классно стало в плане производительности

Причём у меня Lenovo P70-A, которому уже больше 4 лет
пробовал на хуавее подсветка хуже глазам больно а так без лагов , бил под углом , отлично стало , удобно
Graphics Feature Status
Canvas: Hardware accelerated
Flash: Hardware accelerated
Flash Stage3D: Hardware accelerated
Flash Stage3D Baseline profile: Hardware accelerated
Compositing: Hardware accelerated
Multiple Raster Threads: Enabled
Out-of-process Rasterization: Disabled
Hardware Protected Video Decode: Unavailable
Rasterization: Hardware accelerated
Skia Renderer: Disabled
Video Decode: Hardware accelerated
Viz Display Compositor: Enabled
Viz Hit-test Surface Layer: Enabled
WebGL: Hardware accelerated
WebGL2: Hardware accelerated
Driver Bug Workarounds
clear_uniforms_before_first_program_use
decode_encode_srgb_for_generatemipmap
disable_accelerated_vpx_decode
disable_delayed_copy_nv12
disable_direct_composition
disable_discard_framebuffer
disable_dxgi_zero_copy_video
disable_nv12_dynamic_textures
exit_on_context_lost
force_cube_complete
msaa_is_slow
scalarize_vec_and_mat_constructor_args
disabled_extension_GL_KHR_blend_equation_advanced
disabled_extension_GL_KHR_blend_equation_advanced_coherent
Problems Detected
Protected video decoding with swap chain is for Windows and Intel only
Disabled Features: protected_video_decode
Some drivers are unable to reset the D3D device in the GPU process sandbox
Applied Workarounds: exit_on_context_lost
Clear uniforms before first program use on all platforms: 124764, 349137
Applied Workarounds: clear_uniforms_before_first_program_use
Always rewrite vec/mat constructors to be consistent: 398694
Applied Workarounds: scalarize_vec_and_mat_constructor_args
ANGLE crash on glReadPixels from incomplete cube map texture: 518889
Applied Workarounds: force_cube_complete
On Intel GPUs MSAA performance is not acceptable for GPU rasterization: 527565
Applied Workarounds: msaa_is_slow
Framebuffer discarding can hurt performance on non-tilers: 570897
Applied Workarounds: disable_discard_framebuffer
Direct composition flashes black initially on Win <10: 588588
Applied Workarounds: disable_direct_composition
Zero copy DXGI video hangs on shutdown on Win < 8.1: 621190
Applied Workarounds: disable_dxgi_zero_copy_video
Disable KHR_blend_equation_advanced until cc shaders are updated: 661715
Applied Workarounds: disable(GL_KHR_blend_equation_advanced), disable(GL_KHR_blend_equation_advanced_coherent)
Decode and Encode before generateMipmap for srgb format textures on Windows: 634519
Applied Workarounds: decode_encode_srgb_for_generatemipmap
VPx decoding isn't supported well before Windows 10 creators update.: 616318, 667532
Applied Workarounds: disable_accelerated_vpx_decode
VPx decoding is too slow on Intel Broadwell, Skylake, and CherryTrail: 616318
Applied Workarounds: disable_accelerated_vpx_decode
Delayed copy NV12 crashes on Intel on Windows <= 8.1.: 727216
Applied Workarounds: disable_delayed_copy_nv12
Dynamic texture map crashes on Intel drivers less than version 24: 890227
Applied Workarounds: disable_nv12_dynamic_textures
ANGLE Features
disable_program_caching_for_transform_feedback (Frontend workarounds): Disabled
On some GPUs, program binaries don't contain transform feedback varyings
lose_context_on_out_of_memory (Frontend workarounds): Enabled: true
Some users rely on a lost context notification if a GL_OUT_OF_MEMORY error occurs
scalarize_vec_and_mat_constructor_args (Frontend workarounds) 398694: Enabled: true
Always rewrite vec/mat constructors to be consistent
sync_framebuffer_bindings_on_tex_image (Frontend workarounds): Disabled
On some drivers TexImage sometimes seems to interact with the Framebuffer
add_dummy_texture_no_render_target (D3D workarounds) anglebug:2152: Disabled: isIntel && capsVersion < IntelDriverVersion(4815)
On some drivers when rendering with no render target, two bugs lead to incorrect behavior
allow_clear_for_robust_resource_init (D3D workarounds) 941620: Disabled: false
Some drivers corrupt texture data when clearing for robust resource initialization.
call_clear_twice (D3D workarounds) 655534: Disabled: isIntel && isSkylake && c
Тема давно не обновлялась и считается устаревшей для дальнейшего обсуждения.

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