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  • HD4850 using xorg-edgers ppa:

    Nexuiz 2.5.2
    Playable at "normal" settings; some effects cause severe framerate drops and game can sometimes CTD (try running demo1 for instance); effects like water reflection don't render at all

    Warsow 0.5
    Does not even get to the menu

    Alien Arena 7.32
    Runs, but gameplay is too slow even at the lowest settings

    Urban Terror 4.1
    Runs perfectly at max settings

    Tremulous
    Runs perfectly at max settings

    Doom 3
    Does not run

    Freedroid
    Crashes while loading the menu

    Eschalon Book 1
    Runs, but really slow

    Scourge
    Runs perfectly

    Neverwinter Nights
    Runs with no visible errors, but too slow to be playable

    SuperTuxKart
    Runs perfectly

    Secret Maryo Chronicles
    Runs perfectly

    Astromenace
    Initial launch screen has rendering errors, but game runs

    Vega Strike
    Disable shaders and set texture quality to medium; game runs fine but I did encounter a few random crashes

    This is all with radeon and no KMS, Kwin effects in the background and all games at 1680x1050. Radeonhd for some reason is way too slow and has more errors (can't even run the Kwin cube without chocking).

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    • What is the status of GLSL in r600_dri? I know that it can be experimentally enabled by uncommenting something in one source file, but it's incomplete/unstable. Will it be enabled in legacy dri driver ever?

      For example FoFiX works quite good, but without GLSL it looks weird in some cases (like fretboard being bright yellow in which case I can't distingish notes from fretboard). Additionally AFAIK wine in many places makes heavy use of GLSL.

      Comment


      • Status of GLSL is "initial code has been pushed, testing and fixing are underway".

        Right now I believe uncommenting the flag also indicates that GL 2.0 support is available - which implies some other extensions are also present which may not be the case. I don't know if the majority of games :

        1. check for GLSL and use it, even if GL level is 1.5

        2. look for GL 2.0 then only use a subset of the GL 2.0 functionality (ie GLSL), implying that announcing GL 2.0 is probably a Good Thing even if some core extensions are yet to be implemented

        3. Look for GL 2.0 and actually use all of the GL 2.0 core extensions without further checking, implying that exposing GL 2.0 at this point would be a Bad Thing even if GLSL was ready to go

        So, yes it will be enabled, but only when it works well enough to turn it on by default. We're still learning about which functions and extensions are actually used -- for example the Noise functions don't seem to get used by applications, presumably because most drivers do not seem to implement them.

        Comment


        • Originally posted by bridgman View Post
          We're still learning about which functions and extensions are actually used -- for example the Noise functions don't seem to get used by applications, presumably because most drivers do not seem to implement them.
          LOL, Richard just pushed a big chunk of code a couple of days ago of what appears to be the foundation for implementing the noise functions. Or maybe the added code is to prevent the driver from locking up the GPU in case some app actually did call one of the noise functions

          I grepped through the sources of the wined3d driver, and it appears that wine isn't using the noise functions. Still no luck getting Half-Life 2 running with -dxlevel 80 though.

          btw. Wine does appear to use the dFdx/dFdy functions, which if I'm not mistaken haven't been implemented yet.
          Last edited by monraaf; 12-11-2009, 05:26 PM.

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          • Richard was working on implementation of the noise functions and was making good progress, but we all started to have nagging doubts about whether they would ever get used by applications. As far as we can see the "industry standard implementation" is to return 0.

            Richard has parked the Noise work and is working on other functions until we figure out how to proceed. I believe the dFdx/dFdy (gradient ?) functions were next on the list after noise, although Richard may work on fixing some other bugs first.
            Last edited by bridgman; 12-11-2009, 05:51 PM.

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            • IIRC the programs from progs/glsl that called the noise function used to lockup the GPU, at least they don't do that anymore now . From progs/glsl only the deriv program (which uses dFdy) still locks up the GPU here.

              I don't know how often the dFdx/dFdy functions are used, but I modified the mesa shader compiler to output the shader source to stdout and ran Half-Life 2 with -dxlevel 80, and the dFdx/dFdy functions didn't show up.

              Bug fixing would probably be a good idea. From progs/glsl I got 16 to render exactly like the mesa software renderer, 10 had some sort of rendering error, and one locked-up the GPU

              Comment


              • I just installed and tested the current open 3D drivers.

                Of the games I usually played I can confirm that Chromium, GLTron, Kobo Deluxe and maybe Exult (don't really know if it uses OpenGL) are running perfectly.

                I could not test Oolite and Pinball because I haven't found out yet how to start them in windowed mode.

                Fullscreen is the only real problem I have now: Whenever an OpenGL application starts in fullscreen, the screen becomes black and the monitor turns off. I can still switch consoles (no KMS) and end Xorg. Killing the OpenGL app alone will not help, although it seems to continue running properly.

                Comment


                • Originally posted by Dard View Post
                  I just installed and tested the current open 3D drivers.

                  Of the games I usually played I can confirm that Chromium, GLTron, Kobo Deluxe and maybe Exult (don't really know if it uses OpenGL) are running perfectly.

                  I could not test Oolite and Pinball because I haven't found out yet how to start them in windowed mode.

                  Fullscreen is the only real problem I have now: Whenever an OpenGL application starts in fullscreen, the screen becomes black and the monitor turns off. I can still switch consoles (no KMS) and end Xorg. Killing the OpenGL app alone will not help, although it seems to continue running properly.
                  I have some problems with KMS and resolution change. Did you try to switch the resolution in the games to your native resolution?

                  Comment


                  • Originally posted by Perry3D View Post
                    I have some problems with KMS and resolution change. Did you try to switch the resolution in the games to your native resolution?
                    I don't have KMS and I can't switch any resolution in those games since I see nothing.

                    Comment


                    • Originally posted by Dard View Post
                      I don't have KMS and I can't switch any resolution in those games since I see nothing.
                      You should give KMS a try then, see if it fixes your problem.

                      Comment


                      • Originally posted by monraaf View Post
                        You should give KMS a try then, see if it fixes your problem.
                        I tried but the kernel wouldn't find the firmware files during boot. I read somewhere that I would have to put them into an initrd, but I don't create any initrd. Considering that I don't feel the need for KMS (what does it anyway, besides speeding up changes to console and back?) I felt it wasn't worth the bother for now.
                        Thanks for your suggestion anyway.

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                        • I think DRI2 depends on KMS. Having DRI2 functionality is well worth the performance drop from KMS even on my slow 200M. I would use it on my main HD4850, but I haven't figured out how to do it (remember reading something about digital monitors causing problems with KMS).
                          Last edited by Melcar; 12-13-2009, 06:07 PM.

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                          • Hopefully soon we get dynamic power management with kms.

                            Right now one of the benefits of using kms/dri2 is that if you are using the fast user switch applet, or whatever it's called today, you get full acceleration on the active X Server. Without kms/dri2 you only get acceleration on the first X server, the other one gets none, not even Xv and EXA on R600.

                            Comment


                            • Some OpenGL extensions depend upon KMS

                              Originally posted by Dard View Post
                              Considering that I don't feel the need for KMS (what does it anyway, besides speeding up changes to console and back?) I felt it wasn't worth the bother for now.
                              GL_EXT_framebuffer_object is one, for example. And several OpenGL programs became a lot slower without KMS as a result. Looking forwards, I think you're unlikely to get better than OpenGL 1.5 without KMS.

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                              • I got UT2004 working at really low settings (without KMS). It's 2fps ingame, but at least it does work!

                                Right now render targets need turning off because they cause it to crash. The s3tc textures using libtxc_dxtn don't seem to work either (all the textures are corrupted garbage when it's in use).

                                I just tried using KMS and it started up, but when I quit it X locked up in a weird way - it seemed to be fine, but then the keyboard stopped responding intermittently, and finally the whole server locked up (I could switch VTs fine and see the X cursor appear, but the rest of the X VT wouldn't redraw).

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