Hello everyone! I'm Dimitris Gounaridis a Computer Science student from Thessaloniki, Greece. I have sent a proposal for this year's GSoC "Direct3D - Automated game benchmarks" idea.
I created this repo( https://github.com/moihack/mywinescripts) with some simple scripts after being asked by Stefan Dösinger for a simple proof of concept around my scripting skills. Right now my scripts download the wine-3.5 branch, build wine, then download and silently install the standalone benchmark for Devil May Cry 4. After also grabbing and unpacking autohotkey they launch the benchmark and output through WINEDEBUG=+fps the current fps value to a log file.
What this script is currently missing is any kind of dependency management and proper error handling. Also, the script currently does not still parse and calculate a metric (like average fps) from the fps.log file. Finally,there is a log file that gets frequently updated so the user kinda knows till which part the script run if an error occured.
Please let me know of any possible improvements and/or any possible issues you may find.
Regards, Dimitris Gounaridis
On Sat, Apr 7, 2018 at 6:21 AM, Dimitris Gounaridis < moihack.inside@gmail.com> wrote:
Hello everyone! I'm Dimitris Gounaridis a Computer Science student from Thessaloniki, Greece. I have sent a proposal for this year's GSoC "Direct3D - Automated game benchmarks" idea.
I created this repo( https://github.com/moihack/mywinescripts) with some simple scripts after being asked by Stefan Dösinger for a simple proof of concept around my scripting skills. Right now my scripts download the wine-3.5 branch, build wine, then download and silently install the standalone benchmark for Devil May Cry 4. After also grabbing and unpacking autohotkey they launch the benchmark and output through WINEDEBUG=+fps the current fps value to a log file.
What this script is currently missing is any kind of dependency management and proper error handling. Also, the script currently does not still parse and calculate a metric (like average fps) from the fps.log file. Finally,there is a log file that gets frequently updated so the user kinda knows till which part the script run if an error occured.
Please let me know of any possible improvements and/or any possible issues you may find.
Regards, Dimitris Gounaridis
Hi Dimitris,
Thanks for creating the repo!
Suggestion: I'm not an expert in game automation scripts, but I noticed a 20 second sleep in the beginning of your Devil May Cry 4 autohotkey script. Would it be possible to replace that with an event listener which triggers the script when the game finishes loading? I see autohotkey has API's for COM objects and window handles like OnWin, winExist and/or ComObj which could be worth checking https://autohotkey.com/board/topic/56987-com-object-referenc e-autohotkey-v11/ hope it helps!
That being said, good job with the scripts so far!
Cheers, Aaryaman
On Sat, Apr 7, 2018 at 4:11 PM, Aaryaman Vasishta <jem456.vasishta@gmail.com
wrote:
On Sat, Apr 7, 2018 at 6:21 AM, Dimitris Gounaridis < moihack.inside@gmail.com> wrote:
Hello everyone! I'm Dimitris Gounaridis a Computer Science student from Thessaloniki, Greece. I have sent a proposal for this year's GSoC "Direct3D - Automated game benchmarks" idea.
I created this repo( https://github.com/moihack/mywinescripts) with some simple scripts after being asked by Stefan Dösinger for a simple proof of concept around my scripting skills. Right now my scripts download the wine-3.5 branch, build wine, then download and silently install the standalone benchmark for Devil May Cry 4. After also grabbing and unpacking autohotkey they launch the benchmark and output through WINEDEBUG=+fps the current fps value to a log file.
What this script is currently missing is any kind of dependency management and proper error handling. Also, the script currently does not still parse and calculate a metric (like average fps) from the fps.log file. Finally,there is a log file that gets frequently updated so the user kinda knows till which part the script run if an error occured.
Please let me know of any possible improvements and/or any possible issues you may find.
Regards, Dimitris Gounaridis
Hi Dimitris,
Thanks for creating the repo!
Suggestion: I'm not an expert in game automation scripts, but I noticed a 20 second sleep in the beginning of your Devil May Cry 4 autohotkey script. Would it be possible to replace that with an event listener which triggers the script when the game finishes loading? I see autohotkey has API's for COM objects and window handles like OnWin, winExist and/or ComObj which could be worth checking https://autohotkey.com/board/topic/56987-com-object-referenc e-autohotkey-v11/ hope it helps!
Ah, I also noticed there's API's like ImageSearch and PixelSearch which
can be used. Someone had suggested to use them for detecting in-game events https://autohotkey.com/board/topic/117060-script-trigger- based-on-in-game-eventhelp/ this might be easier than the other API's I mentioned before.
Cheers, Aaryaman