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Thread Tools | Display Modes |
May 27th, 2004, 10:41 AM
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#1 |
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Commander Keen
Join Date: May 2004
Posts: 6
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Hello @all,
hopefully nobody else started a thread with my problem before. Otherwise I am sorry and doomed to hell I can play legay doom very well in software mode - speed and gameplay is exelent! But when i switch to opengl mode. I am nearly unable to move one inch in a minute. Absolutely unplayable ;-/ I own a Acer TravelMate 661 - Intel Centrino 1.4 GHz - 512 RAM - Intel 855GM Integrated Graphics Controler Kernel 2.6 - AGP and DRI support enabled I habe absolutely no idea where the "performance" is gone. And even more strange: I can play Quake2 OpenGL absolutely smooth and fast!!! But who wants to play Quake ;-// Hope somebody can help getting the OpenGL power in my doom. Thank you in advice. Regards Ingo |
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May 27th, 2004, 12:09 PM
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#2 |
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Commander Keen
Join Date: Jul 2000
Location: Montreal, Canada (was Brussels, Belgium)
Posts: 695
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humm, strange. maybe it's just the screen depth which is not good. I suggest you to try 32 bits, then 16 bits and if both failed, 24 bits mode, at the same resolution you plya Quake2.
You might also lsdldoom instead of llxdoom (or llxdoom instead of lsdlsoom) and see if things changes. You can also copy/paste here the result of glxinfo if nothing helps. |
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May 27th, 2004, 12:55 PM
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#3 |
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Commander Keen
Join Date: May 2004
Posts: 6
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Thank you for your quick reply!
Here are the things I tried: - changing the screen depth shows no result (maybe 24 Bit is a little better) but how to measure if all is damn slow ;-/ - changed to all posible screen resolutions 1280x1024 - no way to play 1024x768 - no way to play 800x600 - hey i can move somehow 640x480 - lightning speed (but even here some little stucks) In high resolutions > 1024x768 even the starting menu is so damn slow you nearly can't change any option. sound stucks also. As I said Quake2 in 1280x1024 is nicely playable. The results of glxinfo: name of display: :0.0 display: :0 screen: 0 direct rendering: Yes server glx vendor string: SGI server glx version string: 1.2 server glx extensions: GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_EXT_import_context client glx vendor string: SGI client glx version string: 1.2 client glx extensions: GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_EXT_import_context GLX extensions: GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_EXT_import_context OpenGL vendor string: Tungsten Graphics, Inc OpenGL renderer string: Mesa DRI Intel(R) 852GM/855GM 20021115 OpenGL version string: 1.2 Mesa 4.0.4 OpenGL extensions: GL_ARB_imaging, GL_ARB_multitexture, GL_ARB_texture_env_add, GL_ARB_texture_env_combine, GL_ARB_transpose_matrix, GL_EXT_abgr, GL_EXT_bgra, GL_EXT_blend_color, GL_EXT_blend_func_separate, GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_clip_volume_hint, GL_EXT_convolution, GL_EXT_compiled_vertex_array, GL_EXT_fog_coord, GL_EXT_histogram, GL_EXT_packed_pixels, GL_EXT_polygon_offset, GL_EXT_rescale_normal, GL_EXT_secondary_color, GL_EXT_texture3D, GL_EXT_texture_env_add, GL_EXT_texture_env_combine, GL_EXT_texture_object, GL_EXT_texture_lod_bias, GL_EXT_vertex_array, GL_IBM_rasterpos_clip, GL_MESA_window_pos, GL_NV_texgen_reflection, GL_SGI_color_matrix, GL_SGI_color_table glu version: 1.3 glu extensions: GLU_EXT_nurbs_tessellator, GLU_EXT_object_space_tess visual x bf lv rg d st colorbuffer ax dp st accumbuffer ms cav id dep cl sp sz l ci b ro r g b a bf th cl r g b a ns b eat ---------------------------------------------------------------------- 0x22 24 tc 1 24 0 r y . 8 8 8 0 0 0 0 0 0 0 0 0 0 None 0x23 24 tc 1 24 0 r . . 8 8 8 0 0 0 0 0 0 0 0 0 0 None 0x24 24 tc 1 24 0 r y . 8 8 8 0 0 24 8 0 0 0 0 0 0 None 0x25 24 tc 1 24 0 r . . 8 8 8 0 0 24 8 0 0 0 0 0 0 None 0x26 24 tc 1 24 0 r y . 8 8 8 0 0 0 0 16 16 16 0 0 0 Slow 0x27 24 tc 1 24 0 r . . 8 8 8 0 0 0 0 16 16 16 0 0 0 Slow 0x28 24 tc 1 24 0 r y . 8 8 8 0 0 24 8 16 16 16 0 0 0 Slow 0x29 24 tc 1 24 0 r . . 8 8 8 0 0 24 8 16 16 16 0 0 0 Slow Any help is welcome! Thank you, regards Ingo |
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May 27th, 2004, 01:39 PM
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#4 |
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Commander Keen
Join Date: Jun 2001
Posts: 271
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This may be somewhat similar to the Windows case where the software OpenGL emulator is activated instead of the HW accelerated one. Mesa has this kind of a SW OpenGL implementation and I have triggered it a few times.
I have no experience with your video card so I can't help you with that. However did you try the SDL version as Hurdler suggested? |
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May 27th, 2004, 03:39 PM
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#6 |
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Commander Keen
Join Date: Jul 2000
Location: Montreal, Canada (was Brussels, Belgium)
Posts: 695
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Yes, Pate might be right about software OpenGL implementation in Mesa drivers. I remember when I used them with my Voodoo2 (a few years ago, dri didn't exist at that time), there was an env var for allowing hardware mode. Maybe Quake2 set that env var before loading the OpenGL driver and that's why it works in hardware accelerated mode and not Legacy. If that's the problem, it's just a matter of finding that env var and add it to your .profile
EDIT: humm, but then, glxinfo wouldn't say "DRI + the name of your chip". It would probably say something like "software rendering". BTW, did you try Tux Racer to see if it works great or if it has the same problem as Doom Legacy ? Last edited by Hurdler; May 27th, 2004 at 03:44 PM. |
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May 31st, 2004, 11:57 PM
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#7 |
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Commander Keen
Join Date: May 2004
Posts: 6
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Thank you for all the replys!
I finaly was able to solve the problem with all your hints. This damn bastard was switchingto software mode when playing legacy doom. Now legacy doom runs like hell^^ Regards, Ingo |
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June 1st, 2004, 01:38 AM
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#8 |
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Commander Keen
Join Date: Jul 2000
Location: Montreal, Canada (was Brussels, Belgium)
Posts: 695
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what did you do exactly (just so we know if someone else see the same problem)
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June 5th, 2004, 12:00 PM
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#9 |
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Guest
Posts: n/a
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This precisely is my problem ... please, Cthulhu, describe your solution!
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June 6th, 2004, 12:37 AM
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#10 | |
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Commander Keen
Join Date: May 2004
Posts: 6
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So i am back again. Sorry for the long time since reply
![]() That damn Intel Integrated Graphic Device 855GM is only capable of 3D acceleration in 16 Bit mode. I found a note at http://www.xfree86.org/4.1.0/DRI10.html. Here is what they say: Quote:
Hope that solves your problem. Regards, Ingo |
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June 6th, 2004, 01:57 PM
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#11 |
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Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 5,185
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lol thats reminds me of my old voodoo3 card , it was 16 bit only also..
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