Discussion:
quake2 fps problems, gamma, alsa and mouse
Anders Storsveen
2005-10-21 11:09:49 UTC
Permalink
I'm having some weird problems, with quake2-qmax I have a stable fps
right under the cl_maxfps var, however in regular quake2 I got like
60-70 fps max! that's really weird, isn't the entire difference between
qmax and regular some textures?

It's really weird! I have an ati 9700 card.

Also the mouse is really weird in glx-mode, it's some kind of negative
acceleration, when I move it real slow it goes the wrong way, until I
turn up the speed just a little, it comes to a stop and then goes the
right way. It's really problematic!

and the last thing is that the gamma mode is different in sdl and glx, I
have noticed and posted about this before. I think it's the gamma method
it uses, glx uses desktop gamma/hw-gamma somehow, which is very nice and
crips. while SDL uses software-gamma/brightness, which washes out the
colors and is horrible!

also I get alsa buffer underuns now, which makes my sound go in a loop,
and I get 13-15fps in the game, If I do s_initsound 0 and snd_restart
the game goes back to normal!

It would be fantastic if someone could look into this and fix it, it's
also the only problems I'm having, and the game would be perfect if this
would work!
Brendan Burns
2005-10-21 12:20:41 UTC
Permalink
Hey,
Post by Anders Storsveen
I'm having some weird problems, with quake2-qmax I have a stable fps
right under the cl_maxfps var, however in regular quake2 I got like
60-70 fps max! that's really weird, isn't the entire difference between
qmax and regular some textures?
No, there's a bunch of different OpenGL code between qmax and regular,
its weird that regular is slower though, the only reason I can think of
is because regular is using some mode that is software driven on your
card, but that seems *really* unlikely since you have a relatively
recent video card...
Post by Anders Storsveen
Also the mouse is really weird in glx-mode, it's some kind of negative
acceleration, when I move it real slow it goes the wrong way, until I
turn up the speed just a little, it comes to a stop and then goes the
right way. It's really problematic!
Is this is the latest CVS version? There are some mouse bug fixes
checked in...
Post by Anders Storsveen
and the last thing is that the gamma mode is different in sdl and glx, I
have noticed and posted about this before. I think it's the gamma method
it uses, glx uses desktop gamma/hw-gamma somehow, which is very nice and
crips. while SDL uses software-gamma/brightness, which washes out the
colors and is horrible!
I don't think there's too much that can be done about this, except to
adjust the gamma through the game (look at the readme for directions)
Post by Anders Storsveen
also I get alsa buffer underuns now, which makes my sound go in a loop,
and I get 13-15fps in the game, If I do s_initsound 0 and snd_restart
the game goes back to normal!
Alsa sound is not quite 100%, I'd use alsa's oss emulation for now.

Hope that helps,
--brendan
Anders Storsveen
2005-10-21 12:48:39 UTC
Permalink
Post by Brendan Burns
Hey,
Post by Anders Storsveen
I'm having some weird problems, with quake2-qmax I have a stable fps
right under the cl_maxfps var, however in regular quake2 I got like
60-70 fps max! that's really weird, isn't the entire difference between
qmax and regular some textures?
No, there's a bunch of different OpenGL code between qmax and regular,
its weird that regular is slower though, the only reason I can think of
is because regular is using some mode that is software driven on your
card, but that seems *really* unlikely since you have a relatively
recent video card...
this is the biggest problem I have, would be very nice to get to the
bottom of it! anything I can do to check what happens? I have the newest
ati-drivers and a "more-than-good-enough" for quake2 card.
Post by Brendan Burns
Post by Anders Storsveen
Also the mouse is really weird in glx-mode, it's some kind of negative
acceleration, when I move it real slow it goes the wrong way, until I
turn up the speed just a little, it comes to a stop and then goes the
right way. It's really problematic!
Is this is the latest CVS version? There are some mouse bug fixes
checked in...
ok, no releases to be out anytime soon? I'll try the cvs later.
Post by Brendan Burns
Post by Anders Storsveen
and the last thing is that the gamma mode is different in sdl and glx, I
have noticed and posted about this before. I think it's the gamma method
it uses, glx uses desktop gamma/hw-gamma somehow, which is very nice and
crips. while SDL uses software-gamma/brightness, which washes out the
colors and is horrible!
I don't think there's too much that can be done about this, except to
adjust the gamma through the game (look at the readme for directions)
What do you mean about that? this isn't a big issue though, but the
hwgamma solution is much prettier. It's easy to see, just change between
glx and sdl, you'll see the difference in color right away.
Post by Brendan Burns
Post by Anders Storsveen
also I get alsa buffer underuns now, which makes my sound go in a loop,
and I get 13-15fps in the game, If I do s_initsound 0 and snd_restart
the game goes back to normal!
Alsa sound is not quite 100%, I'd use alsa's oss emulation for now.
Hope that helps,
--brendan
Anders Storsveen
2005-10-22 19:59:47 UTC
Permalink
Post by Anders Storsveen
Post by Brendan Burns
Hey,
Post by Anders Storsveen
I'm having some weird problems, with quake2-qmax I have a stable fps
right under the cl_maxfps var, however in regular quake2 I got like
60-70 fps max! that's really weird, isn't the entire difference between
qmax and regular some textures?
No, there's a bunch of different OpenGL code between qmax and regular,
its weird that regular is slower though, the only reason I can think of
is because regular is using some mode that is software driven on your
card, but that seems *really* unlikely since you have a relatively
recent video card...
this is the biggest problem I have, would be very nice to get to the
bottom of it! anything I can do to check what happens? I have the newest
ati-drivers and a "more-than-good-enough" for quake2 card.
Post by Brendan Burns
Post by Anders Storsveen
Also the mouse is really weird in glx-mode, it's some kind of negative
acceleration, when I move it real slow it goes the wrong way, until I
turn up the speed just a little, it comes to a stop and then goes the
right way. It's really problematic!
Is this is the latest CVS version? There are some mouse bug fixes
checked in...
ok, no releases to be out anytime soon? I'll try the cvs later.
tried cvs, glx has got the same mouse-error, gamma-problem still there,
no sound at all :/, fps is even lower, around 20-30 ! and I can't turn
sound of to check, because everything I push while in console is
interpreted as scroll up :/
Post by Anders Storsveen
Post by Brendan Burns
Post by Anders Storsveen
and the last thing is that the gamma mode is different in sdl and glx, I
have noticed and posted about this before. I think it's the gamma method
it uses, glx uses desktop gamma/hw-gamma somehow, which is very nice and
crips. while SDL uses software-gamma/brightness, which washes out the
colors and is horrible!
I don't think there's too much that can be done about this, except to
adjust the gamma through the game (look at the readme for directions)
What do you mean about that? this isn't a big issue though, but the
hwgamma solution is much prettier. It's easy to see, just change between
glx and sdl, you'll see the difference in color right away.
Post by Brendan Burns
Post by Anders Storsveen
also I get alsa buffer underuns now, which makes my sound go in a loop,
and I get 13-15fps in the game, If I do s_initsound 0 and snd_restart
the game goes back to normal!
Alsa sound is not quite 100%, I'd use alsa's oss emulation for now.
how do I use oss emulation?
Post by Anders Storsveen
Post by Brendan Burns
Hope that helps,
--brendan
Brendan Burns
2005-10-23 21:04:32 UTC
Permalink
Post by Anders Storsveen
how do I use oss emulation?
Just turn off ALSA sound in the make file and make sure the oss
emulation modules are loaded in your kernel (they almost certainly are
already...)

--brendan
Steven Edwards
2005-10-24 20:10:15 UTC
Permalink
Hi,
I am unable to unsubscribe from the list via the webpage or via email commands. Can the admin
please remove me?

Thanks
Steven




__________________________________
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http://farechase.yahoo.com
Anders Storsveen
2005-11-06 16:12:33 UTC
Permalink
Post by Anders Storsveen
I'm having some weird problems, with quake2-qmax I have a stable fps
right under the cl_maxfps var, however in regular quake2 I got like
60-70 fps max! that's really weird, isn't the entire difference between
qmax and regular some textures?
It's really weird! I have an ati 9700 card.
Also the mouse is really weird in glx-mode, it's some kind of negative
acceleration, when I move it real slow it goes the wrong way, until I
turn up the speed just a little, it comes to a stop and then goes the
right way. It's really problematic!
and the last thing is that the gamma mode is different in sdl and glx, I
have noticed and posted about this before. I think it's the gamma method
it uses, glx uses desktop gamma/hw-gamma somehow, which is very nice and
crips. while SDL uses software-gamma/brightness, which washes out the
colors and is horrible!
also I get alsa buffer underuns now, which makes my sound go in a loop,
and I get 13-15fps in the game, If I do s_initsound 0 and snd_restart
the game goes back to normal!
It would be fantastic if someone could look into this and fix it, it's
also the only problems I'm having, and the game would be perfect if this
would work!
Ok, I've been testing a little more on the mouse issue, when I turn on
dgamouse the mouse in glx mode works again. I've been checking out the
sourcecode, and the mouse code is really weird in most cases, this is
for glx's non-dga mousehandling..

mx -= ((int)event.xmotion.x - mwx) * 2;
my -= ((int)event.xmotion.y - mwy) * 2;
mwx = event.xmotion.x;
mwy = event.xmotion.y;

if (mx || my)
dowarp = true;

where:

int mwx = vid.width/2;
int mwy = vid.height/2;

I think there might be some rounding errors here, since widht and height
divided by two isn't the excact center...

also, I still don't get why it's hard to fix hardware gamma in sdlmode
when it works nice in glxmode...

and lastly newest cvs is really b0rked, any button I press in console
scrolls one line up :P
Anders Storsveen
2005-11-06 17:03:37 UTC
Permalink
Post by Anders Storsveen
I'm having some weird problems, with quake2-qmax I have a stable fps
right under the cl_maxfps var, however in regular quake2 I got like
60-70 fps max! that's really weird, isn't the entire difference between
qmax and regular some textures?
It's really weird! I have an ati 9700 card.
Also the mouse is really weird in glx-mode, it's some kind of negative
acceleration, when I move it real slow it goes the wrong way, until I
turn up the speed just a little, it comes to a stop and then goes the
right way. It's really problematic!
and the last thing is that the gamma mode is different in sdl and glx, I
have noticed and posted about this before. I think it's the gamma method
it uses, glx uses desktop gamma/hw-gamma somehow, which is very nice and
crips. while SDL uses software-gamma/brightness, which washes out the
colors and is horrible!
also I get alsa buffer underuns now, which makes my sound go in a loop,
and I get 13-15fps in the game, If I do s_initsound 0 and snd_restart
the game goes back to normal!
It would be fantastic if someone could look into this and fix it, it's
also the only problems I'm having, and the game would be perfect if this
would work!
Ok, I've been testing a little more on the mouse issue, when I turn on
dgamouse the mouse in glx mode works again. I've been checking out the
sourcecode, and the mouse code is really weird in most cases, this is
for glx's non-dga mousehandling..

mx -= ((int)event.xmotion.x - mwx) * 2;
my -= ((int)event.xmotion.y - mwy) * 2;
mwx = event.xmotion.x;
mwy = event.xmotion.y;

if (mx || my)
dowarp = true;

where:

int mwx = vid.width/2;
int mwy = vid.height/2;

I think there might be some rounding errors here, since widht and height
divided by two isn't the excact center...

also, I still don't get why it's hard to fix hardware gamma in sdlmode
when it works nice in glxmode...

and lastly newest cvs is really b0rked, any button I press in console
scrolls one line up :P
eatdeadmonkeys
2005-11-07 01:07:22 UTC
Permalink
what it needs to be done it rewrote to use 64/48 box and not the
fullscreen... b/c it traps it in the center anyways and using 64/48 will fit
to ANY screen res....
Post by Anders Storsveen
Post by Anders Storsveen
I'm having some weird problems, with quake2-qmax I have a stable fps
right under the cl_maxfps var, however in regular quake2 I got like
60-70 fps max! that's really weird, isn't the entire difference between
qmax and regular some textures?
It's really weird! I have an ati 9700 card.
Also the mouse is really weird in glx-mode, it's some kind of negative
acceleration, when I move it real slow it goes the wrong way, until I
turn up the speed just a little, it comes to a stop and then goes the
right way. It's really problematic!
and the last thing is that the gamma mode is different in sdl and glx, I
have noticed and posted about this before. I think it's the gamma method
it uses, glx uses desktop gamma/hw-gamma somehow, which is very nice and
crips. while SDL uses software-gamma/brightness, which washes out the
colors and is horrible!
also I get alsa buffer underuns now, which makes my sound go in a loop,
and I get 13-15fps in the game, If I do s_initsound 0 and snd_restart
the game goes back to normal!
It would be fantastic if someone could look into this and fix it, it's
also the only problems I'm having, and the game would be perfect if this
would work!
Ok, I've been testing a little more on the mouse issue, when I turn on
dgamouse the mouse in glx mode works again. I've been checking out the
sourcecode, and the mouse code is really weird in most cases, this is
for glx's non-dga mousehandling..
mx -= ((int)event.xmotion.x - mwx) * 2;
my -= ((int)event.xmotion.y - mwy) * 2;
mwx = event.xmotion.x;
mwy = event.xmotion.y;
if (mx || my)
dowarp = true;
int mwx = vid.width/2;
int mwy = vid.height/2;
I think there might be some rounding errors here, since widht and height
divided by two isn't the excact center...
also, I still don't get why it's hard to fix hardware gamma in sdlmode
when it works nice in glxmode...
and lastly newest cvs is really b0rked, any button I press in console
scrolls one line up :P
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