I'm running a Core i5-4670K CPU at 3.40 Ghz, Radeon R9 390 (with latest drivers: 17.7.2), 16 of RAM, an SSD, all that on the latest stable version of Windows 10 Pro 64 bit. Quill ran fine when it first came out but somewhere along the line it became so laggy that it's unusable for me. The starting tutorial gives me something like 10 fps when it loads. And if I start a new project from scratch it's fine at first but quickly becomes unusable as I draw.
I've tried uninstalling and reinstalling, made no difference. I'm attaching my debug.txt file but I think the relevant problem is this:
[-2] src\Engine\mymain.cpp::Quill::MainRenderReporter::Error (969) :Renderer Error, source = "API", type = "Error", severity = "High", description = "glUniform4fv parameter <location> has specified an invalid value '4': not the location of an active uniform in the default uniform block (GL_INVALID_OPERATION)"
Hi! No I have not solved this problem. I don't think it's on my (our) side. I was hoping I'd get an answer from the dev team but it doesn't look like that's going to happen unfortunately.
Could you list your hardware or post your debug/crash report files? That way we could at least try to find some commonalities between our problems.
Upon launch, I estimate I'm getting single-digit fps until I move the control diagram out of view. Things are fine until I get a fair number of elements on screen at once. I was thinking it might be my CPU since it's relatively old but CPU usage is only 30%-40% while Quill is running. So unless it uses some exclusive instruction sets that older i7's don't have, I don't think that's the problem...
Really hope this can get figured out because Quill was one of the applications I was most excited for when I purchased my Rift.
Edit: Just installed the latest drivers from AMD that were released a few days ago and Quill is working great. Not sure if there was something with the new drivers that fixed the problem or if it was the mere act of simply reinstalling drivers that did the trick.