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Old August 6th, 2006, 08:43 PM   #1
beissemj
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Join Date: Aug 2006
Posts: 12
Question [Resolved, ATI driver issue] High fps, but mouse lags

I'm running doomsday on Debian (unstable) and from time to time, my game will start to "lag" for lack of a better word. The enemies and animations are fine, the music doesn't stutter, and I'm still getting > 100 fps, but the response time of my movement are awful. It's almost a full second delay between the time I move/run/fire/etc and when the game actually registers it. I've noticed it tends to happen more when I'm close to a monster and taking a lot of damage, but sometimes it just happens randomly. The only way I've found to solve the problem is to exit the game, and restart it. The graphic settings are pretty conservative (pretty much defaults and 640x480 @ 16 bit), and I have my ati drivers installed, and dri /3d acceleration is working fine, so I'm thinking it must be a graphic setting that the game is choking on.

Code:
on_Init: Initializing the console.
SW_Init: Startup message window opened.
Executable: Version 1.9.0-beta2 Aug  6 2006 (DGL).
Parsing configuration files.
W_Init: Init WADfiles.
W_AddFile: /home/beissemj/Doom/WADs/DOOM2.WAD
  IWAD identification: 00f36acb
W_AddFile: Data/Doomsday.wad
W_AddFile: Data/jDoom/jDoom.wad
  IWAD identification: 00056533
W_AddFile: Data/jDoom/Auto/d2music.pk3
W_AddFile: Data/jDoom/Auto/jDRP.pk3
W_AddFile: Data/jDoom/Auto/JohnXfluids.pk3
W_AddFile: data/jdoom/auto/liquids.wad
W_AddFile: data/jdoom/Auto/AmmoBox.pk3
W_AddFile: data/jdoom/Auto/AmmoClip.pk3
W_AddFile: data/jdoom/Auto/ArachnoShot.pk3
W_AddFile: data/jdoom/Auto/Arachnotron.pk3
W_AddFile: data/jdoom/Auto/ArchVile.pk3
W_AddFile: data/jdoom/Auto/Armor.pk3
W_AddFile: data/jdoom/Auto/Backpack.pk3
W_AddFile: data/jdoom/Auto/BaronFireball.pk3
W_AddFile: data/jdoom/Auto/BaronOfHell.pk3
W_AddFile: data/jdoom/Auto/Barrel.pk3
W_AddFile: data/jdoom/Auto/BerzerkPack.pk3
W_AddFile: data/jdoom/Auto/BFGShot.pk3
W_AddFile: data/jdoom/Auto/BigLamp.pk3
W_AddFile: data/jdoom/Auto/BigStonePillar.pk3
W_AddFile: data/jdoom/Auto/BigTree.pk3
W_AddFile: data/jdoom/Auto/BloodPools.pk3
W_AddFile: data/jdoom/Auto/BossCube.pk3
W_AddFile: data/jdoom/Auto/BrainStem.pk3
W_AddFile: data/jdoom/Auto/Cacodemon.pk3
W_AddFile: data/jdoom/Auto/CacoFireball.pk3
W_AddFile: data/jdoom/Auto/Candelabra.pk3
W_AddFile: data/jdoom/Auto/Candle.pk3
W_AddFile: data/jdoom/Auto/Cell.pk3
W_AddFile: data/jdoom/Auto/CellLarge.pk3
W_AddFile: data/jdoom/Auto/ColonGibs.pk3
W_AddFile: data/jdoom/Auto/ComputerMap.pk3
W_AddFile: data/jdoom/Auto/CyberDemon.pk3
W_AddFile: data/jdoom/Auto/Demon.pk3
W_AddFile: data/jdoom/Auto/EvilEye.pk3
W_AddFile: data/jdoom/Auto/FireCan.pk3
W_AddFile: data/jdoom/Auto/FireStick.pk3
W_AddFile: data/jdoom/Auto/FloatingSkulls.pk3
W_AddFile: data/jdoom/Auto/FormerCommando.pk3
W_AddFile: data/jdoom/Auto/FormerHuman.pk3
W_AddFile: data/jdoom/Auto/FormerSergeant.pk3
W_AddFile: data/jdoom/Auto/GenericModels.pk3
W_AddFile: data/jdoom/Auto/HangByFeet.pk3
W_AddFile: data/jdoom/Auto/HangingLeg.pk3
W_AddFile: data/jdoom/Auto/HangingLegs.pk3
W_AddFile: data/jdoom/Auto/HangNoBrain.pk3
W_AddFile: data/jdoom/Auto/HangNoGuts.pk3
W_AddFile: data/jdoom/Auto/HangNoLeg.pk3
W_AddFile: data/jdoom/Auto/HangtLookDn.pk3
W_AddFile: data/jdoom/Auto/HangtLookUp.pk3
W_AddFile: data/jdoom/Auto/HangtNoBrain.pk3
W_AddFile: data/jdoom/Auto/HangTorso.pk3
W_AddFile: data/jdoom/Auto/HangtSkull.pk3
W_AddFile: data/jdoom/Auto/HeadCandles.pk3
W_AddFile: data/jdoom/Auto/HeadOnAStick.pk3
W_AddFile: data/jdoom/Auto/HeadsOnStick.pk3
W_AddFile: data/jdoom/Auto/HealthPotion.pk3
W_AddFile: data/jdoom/Auto/HeartPillar.pk3
W_AddFile: data/jdoom/Auto/HellKnight.pk3
W_AddFile: data/jdoom/Auto/HUD-BFG.pk3
W_AddFile: data/jdoom/Auto/HUD-Chaingun.pk3
W_AddFile: data/jdoom/Auto/HUD-Chainsaw.pk3
W_AddFile: data/jdoom/Auto/HUD-Fists.pk3
W_AddFile: data/jdoom/Auto/HUD-Pistol.pk3
W_AddFile: data/jdoom/Auto/HUD-PlasmaRifle.pk3
W_AddFile: data/jdoom/Auto/HUD-RocketLauncher.pk3
W_AddFile: data/jdoom/Auto/HUD-Shotgun.pk3
W_AddFile: data/jdoom/Auto/HUD-SuperShotgun.pk3
W_AddFile: data/jdoom/Auto/Imp.pk3
W_AddFile: data/jdoom/Auto/ImpaledTwitcher.pk3
W_AddFile: data/jdoom/Auto/ImpFireball.pk3
W_AddFile: data/jdoom/Auto/Invisibility.pk3
W_AddFile: data/jdoom/Auto/Invulnerability.pk3
W_AddFile: data/jdoom/Auto/Keen.pk3
W_AddFile: data/jdoom/Auto/KeyCards.pk3
W_AddFile: data/jdoom/Auto/LightGoggles.pk3
W_AddFile: data/jdoom/Auto/LightMaps.pk3
W_AddFile: data/jdoom/Auto/LostSoul.pk3
W_AddFile: data/jdoom/Auto/MancFireball.pk3
W_AddFile: data/jdoom/Auto/Mancubus.pk3
W_AddFile: data/jdoom/Auto/Medikit.pk3
W_AddFile: data/jdoom/Auto/MediumLamp.pk3
W_AddFile: data/jdoom/Auto/MegaSphere.pk3
W_AddFile: data/jdoom/Auto/MiscFX.pk3
W_AddFile: data/jdoom/Auto/PainElemental.pk3
W_AddFile: data/jdoom/Auto/Particles.pk3
W_AddFile: data/jdoom/Auto/PlasmaShot.pk3
W_AddFile: data/jdoom/Auto/Player.pk3
W_AddFile: data/jdoom/Auto/PRocket.pk3
W_AddFile: data/jdoom/Auto/RadiationSuit.pk3
W_AddFile: data/jdoom/Auto/Revenant.pk3
W_AddFile: data/jdoom/Auto/RevRocket.pk3
W_AddFile: data/jdoom/Auto/Rocket.pk3
W_AddFile: data/jdoom/Auto/RocketBox.pk3
W_AddFile: data/jdoom/Auto/ShellBox.pk3
W_AddFile: data/jdoom/Auto/Shells.pk3
W_AddFile: data/jdoom/Auto/ShineMaps.pk3
W_AddFile: data/jdoom/Auto/SkullKeys.pk3
W_AddFile: data/jdoom/Auto/SkullPillar.pk3
W_AddFile: data/jdoom/Auto/SmallLamp.pk3
W_AddFile: data/jdoom/Auto/SoulSphere.pk3
W_AddFile: data/jdoom/Auto/Spectre.pk3
W_AddFile: data/jdoom/Auto/SpiderMastermind.pk3
W_AddFile: data/jdoom/Auto/SpinalColumn.pk3
W_AddFile: data/jdoom/Auto/SpiritualArmor.pk3
W_AddFile: data/jdoom/Auto/SSSoldier.pk3
W_AddFile: data/jdoom/Auto/Stalag.pk3
W_AddFile: data/jdoom/Auto/Stalagtite.pk3
W_AddFile: data/jdoom/Auto/Stimpack.pk3
W_AddFile: data/jdoom/Auto/StonePillar.pk3
W_AddFile: data/jdoom/Auto/TallTorch.pk3
W_AddFile: data/jdoom/Auto/TechPillar.pk3
W_AddFile: data/jdoom/Auto/Tree.pk3
W_AddFile: data/jdoom/Auto/W-BFG.pk3
W_AddFile: data/jdoom/Auto/W-Chaingun.pk3
W_AddFile: data/jdoom/Auto/W-Chainsaw.pk3
W_AddFile: data/jdoom/Auto/W-PlasmaRifle.pk3
W_AddFile: data/jdoom/Auto/W-RocketLauncher.pk3
W_AddFile: data/jdoom/Auto/W-Shotgun.pk3
W_AddFile: data/jdoom/Auto/W-SuperShotgun.pk3
Reading definition file: Defs/Doomsday.ded
Reading definition file: Defs/jDoom/jDoom.ded
  138 sprite names
  974 states
  140 things
    8 lights
  221 sound effects
  136 songs
  359 text strings
   27 particle generators
   22 animation groups
   51 surface decorations
   69 map infos
   12 finales
Sys_Init: Setting up machine state.
Sys_Init: Initializing keyboard, mouse and joystick.
I_InitJoystick: No joysticks found
Sys_InitTimer.
Sfx_Init: Initializing SDL_mixer...
S_Init: OK.
R_Init: Init the refresh daemon.
R_InitModels: Initializing MD2 models.
R_InitModels: Done in 0.00 seconds.
Net_InitGame: Initializing game data.
GL_Init: Initializing Doomsday Graphics Library.
DG_Init: OpenGL.
OpenGL information:
  Vendor: ATI Technologies Inc.
  Renderer: MOBILITY/RADEON 9000 DDR Generic
  Version: 1.3.1091 (X4.3.0-8.27.6)
  Extensions:
      GL_ARB_multitexture            GL_EXT_texture_env_add        
      GL_EXT_compiled_vertex_array   GL_S3_s3tc                    
      GL_ARB_occlusion_query         GL_ARB_point_parameters       
      GL_ARB_texture_border_clamp    GL_ARB_texture_compression    
      GL_ARB_texture_cube_map        GL_ARB_texture_env_add        
      GL_ARB_texture_env_combine     GL_ARB_texture_env_crossbar   
      GL_ARB_texture_env_dot3        GL_ARB_texture_mirrored_repeat
      GL_ARB_transpose_matrix        GL_ARB_vertex_blend           
      GL_ARB_vertex_buffer_object    GL_ARB_vertex_program         
      GL_ARB_window_pos              GL_ATI_element_array          
      GL_ATI_envmap_bumpmap          GL_ATI_fragment_shader        
      GL_ATI_map_object_buffer       GL_ATI_texture_env_combine3   
      GL_ATI_texture_mirror_once     GL_ATI_vertex_array_object    
      GL_ATI_vertex_attrib_array_obj GL_ATI_vertex_streams         
      GL_ATIX_texture_env_combine3   GL_ATIX_texture_env_route     
      GL_ATIX_vertex_shader_output_p 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_draw_range_elements     GL_EXT_fog_coord              
      GL_EXT_multi_draw_arrays       GL_EXT_packed_pixels          
      GL_EXT_point_parameters        GL_EXT_rescale_normal         
      GL_EXT_secondary_color         GL_EXT_separate_specular_color
      GL_EXT_stencil_wrap            GL_EXT_texgen_reflection      
      GL_EXT_texture3D               GL_EXT_texture_compression_s3t
      GL_EXT_texture_cube_map        GL_EXT_texture_edge_clamp     
      GL_EXT_texture_env_combine     GL_EXT_texture_env_dot3       
      GL_EXT_texture_filter_anisotro GL_EXT_texture_lod_bias       
      GL_EXT_texture_mirror_clamp    GL_EXT_texture_object         
      GL_EXT_texture_rectangle       GL_EXT_vertex_array           
      GL_EXT_vertex_shader           GL_HP_occlusion_test          
      GL_NV_blend_square             GL_NV_occlusion_query         
      GL_NV_texgen_reflection        GL_SGI_color_matrix           
      GL_SGIS_generate_mipmap        GL_SGIS_texture_border_clamp  
      GL_SGIS_texture_edge_clamp     GL_SGIS_texture_lod           
      GL_SUN_multi_draw_arrays      
  GLU Version: 1.3
  Texture units: 2
  Maximum texture size: 2048
  Maximum anisotropy: 16
  Multitexturing enabled (full).
Con_StartupInit: Init startup screen.
jDoom Version 1.15.0-beta2 Aug  6 2006 (Doomsday)
----------------------------------------------------------------------
DOOM 2: Hell on Earth
----------------------------------------------------------------------
P_Init: Init Playloop state.
HU_Init: Setting up heads up display.
ST_Init: Init status bar.
MN_Init: Init miscellaneous info.
SetupLevel: map01
(GL data found)
GL_VERT v2.0
LG_Init: 109 x 118 grid (154344 bytes).

Level 1: Entryway
Author: id Software

A chainsaw!  Find some meat!
<snip>
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Old August 6th, 2006, 11:26 PM   #2
Markworth
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Posts: 285
Back on my old TNT2, Half-Life would do something similar when I played it in D3D mode. I'm not familiar with ATI cards or how GL works on Linux, but it is possible for a system to lag even though it's getting a great framerate. Depending on your system specs, it could just be the massive amount of stuff you're loading. Perhaps test it without all of the add-ons selected?
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Old August 7th, 2006, 04:12 AM   #3
darka
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It's a bug in ati linux drivers: http://ati.cchtml.com/show_bug.cgi?id=122
There is however a workaround and doomsday gl code could be modified to avoid it...
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Old August 8th, 2006, 12:24 AM   #4
Yagisan
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svn has been modifed to work around this bug in the ATI drivers it will be in 1.9.0-beta5.
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Old September 11th, 2010, 07:58 AM   #5
killsurfcity
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Posts: 4
I'm having this exact same issue. I'm running Doomsday on OS X 10.6.4 on a Dell Mini 10v. Most of the time all is well, but occasionally the game (primarily player movement) has huge lags that make it unplayable. FWIW i never had this issue on my linux netbook, so i thought it may be a mac performance issue. Either way it's really annoying. It tends to happen when their are a lot of NPCs on screen firing lots of shit at me.

I looked for Doomsday.out, but I can't locate the file. Let me know of any other details I can provide.
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Old September 11th, 2010, 08:00 AM   #6
killsurfcity
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I'm having this exact same issue. I'm running Doomsday 1.9b6 on OS X 10.6.4 on a Dell Mini 10v. Most of the time all is well, but occasionally the game (primarily player movement) has huge lags that make it unplayable. FWIW i never had this issue on my linux netbook, so i thought it may be a mac performance issue. Either way it's really annoying. It tends to happen when their are a lot of NPCs on screen firing lots of shit at me.

I looked for Doomsday.out, but I can't locate the file. Let me know of any other details I can provide.
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Old September 11th, 2010, 08:02 AM   #7
killsurfcity
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mods, you can remove that first one. thanks.

(how do you edit posts on this forum?)
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Old September 11th, 2010, 08:03 AM   #8
killsurfcity
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mods, you can remove that first one. thanks.

(how do you edit posts on this forum?)
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