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Wine 1.1.23 Released With Various Fixes

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  • Wine 1.1.23 Released With Various Fixes

    Phoronix: Wine 1.1.23 Released With Various Fixes

    A new bi-weekly development update of Wine is now available. The release of Wine 1.1.23 is not as exciting as some of the other development updates recently that have brought cleaner Direct3D code, initial Shader Model 4.0 support, and other exciting enhancements, but there are a few changes the developers list as important for version 1.1.23. The key changes in Wine 1.1.23 is support for registering MIME types with the Linux desktop, FBO (Frame Buffer Object) mode is now the default for Direct3D, support for COM proxy delegation, improved support for Mingw cross-compilation, and proper full-screen mode for the virtual desktop...

    http://www.phoronix.com/vr.php?view=NzMwOA

  • #2
    Anybody knows if HALO works out of the box? I mean no additional DLLs or broken mouse cursor when installing, which makes you unable to install the game.

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    • #3
      Originally posted by hax0r View Post
      Anybody knows if HALO works out of the box? I mean no additional DLLs or broken mouse cursor when installing, which makes you unable to install the game.
      Have you checked the appdb (appdb.winehq.org)

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      • #4
        Originally posted by hax0r View Post
        Anybody knows if HALO works out of the box? I mean no additional DLLs or broken mouse cursor when installing, which makes you unable to install the game.
        http://www.cedega.com/gamesdb/index...._search=Search

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        • #5
          Thanks guys. Cursor still doesn't work within the installer, so you have to blindly navigate with keyboard. I installed the game, but there appear to be visual glitches which render game unplayable, also I can't play in fullscreen and max resolution is capped at 1600x1200.



          Also mouse is acting funky and while playing masterchief can only turn 90 degrees to left or right, I can't look behind. I wouldn't call this "gold' support as winehq.org does.

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          • #6
            Look there:

            http://wiki.winehq.org/UsefulRegistryKeys

            MouseWarpOverride -> disabled

            helps a for some games. Do you use ATI or NV?

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            • #7
              As of 1.1.23 we enable the use of framebuffer objects (FBOs) by default. This tends to be relatively buggy on ATI. Set the OffscreenRenderingMethod option to backbuffer to restore the old behavior. We don't intend to add a ATI check and fall back to backbuffer. FBOs are critical for supporting all D3D9 features and they are also critical for performance. The ATI drivers need heavy improvements in this area. Adding a ATI fallback would delay this only.

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              • #8
                I must quote this two times, one for users with non-nVidia cards...

                Originally posted by Thunderbird View Post
                As of 1.1.23 we enable the use of framebuffer objects (FBOs) by default. This tends to be relatively buggy on ATI. Set the OffscreenRenderingMethod option to backbuffer to restore the old behavior. We don't intend to add a ATI check and fall back to backbuffer. FBOs are critical for supporting all D3D9 features and they are also critical for performance. The ATI drivers need heavy improvements in this area. Adding a ATI fallback would delay this only.
                and one for these with other then nVidia OpenGL implementations

                Originally posted by Thunderbird View Post
                As of 1.1.23 we enable the use of framebuffer objects (FBOs) by default. This tends to be relatively buggy on ATI. Set the OffscreenRenderingMethod option to backbuffer to restore the old behavior. We don't intend to add a ATI check and fall back to backbuffer. FBOs are critical for supporting all D3D9 features and they are also critical for performance. The ATI drivers need heavy improvements in this area. Adding a ATI fallback would delay this only.
                nVine is the proper name for this software shame!

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                • #9
                  FBOs have been around for years and they are critical for D3D9 gaming. (They are a core part of OpenGL 3.0 but they already existed for OpenGL 2.0) For all games released in the last 4-5 years you need to enable FBOs else various things won't get rendered or you can't get some 3d effects. Enabling this option improves user experience.

                  The issue is mainly for fglrx as most open source drivers don't offer FBOs yet. Sometimes drastic changes have to be made. The ATI drivers offer the functionality but just in various cases they are buggy (crash or cause major rendering issues). We have a d3d9 test suite in Wine (we have had it for years) and over the years we have advised to use it (ATI at the time wasn't interested, they were more interested in fixing popular games). Only some open source drivers occasionally use them for testing.

                  Further Wine is not pro-Nvidia. We use generic opengl extensions for all our functionality. In some cases vendor-specific extensions are used when opengl doesn't offer a functionality we need for d3d9/d3d10 or when a vendor extension offers an additional boost. (The only real case we have for this are the Nvidia shader extensions which we now use to offer shader model 2.0, they are more efficient than GLSL and allow things GLSL doesn't. OpenGL 3.2 is supposed to fix this missing functionality namely the ability to set a pixel shader independent of a vertex shader whereas right now GLSL ties them together which is very inefficient for hl2 and some other games).

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                  • #10
                    Originally posted by Thunderbird View Post
                    ...ATI at the time wasn't interested, they were more interested in fixing popular games...
                    Like that's a bad thing. I would rather them spend their time fixing and optimizing their Linux driver for popular Linux games.

                    Originally posted by Thunderbird View Post
                    ...We have a d3d9 test suite in Wine (we have had it for years) and over the years we have advised to use it ...
                    Is that the same test suite included in PTS?

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                    • #11
                      No it a test suite which is in the wine code. It is nothing spectacular (no fancy 3d demos) but it are tests which test the behavior of d3d9 functions e.g. the behavior of a certain shader and other tests. At some point in catalyst <= 9.3 such tests even caused system crashes (which means driver bugs as Wine itself can't crash the system as it is a normal user space app).

                      For any serious gaming you needed FBOs anyway for Halflife-2 in d3d9, Battlefield, WoW (except for opengl mode but that mode doesn't show the minimap on ati), ... Regarding popular games I meant popular games on Wine like WoW and others.

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                      • #12
                        Originally posted by Thunderbird View Post
                        FBOs have been around for years and they are critical for D3D9 gaming. (They are a core part of OpenGL 3.0 but they already existed for OpenGL 2.0) For all games released in the last 4-5 years you need to enable FBOs else various things won't get rendered or you can't get some 3d effects. Enabling this option improves user experience.
                        Oh my god, fbo IS good to have for DX9 gaming, but not critical! "Enabling this option improves user experience" and disables any non-nVidia user experience, because of driver which is not nVidia's. But why not just set up a quirks sheme for backbuffer on non-nVidia and non-DX9 in hardware capable cards, when drivers start to work just remove it from there. With current decision you can simply put on Wine's main page that "nothing but nVidia by default will work good with wine for sure in the next six (6) months at bare minimum, for later we will for sure continue ruining it again with vendor only part of OpenGL 3.2 implementation because it works the best in every cases, instead of generic, with 3.3 we... and so on...".

                        Originally posted by Thunderbird View Post
                        Further Wine is not pro-Nvidia. We use generic opengl extensions for all our functionality. In some cases vendor-specific extensions are used when opengl doesn't offer a functionality we need for d3d9/d3d10 or when a vendor extension offers an additional boost. (The only real case we have for this are the Nvidia shader extensions which we now use to offer shader model 2.0, they are more efficient than GLSL and allow things GLSL doesn't. OpenGL 3.2 is supposed to fix this missing functionality namely the ability to set a pixel shader independent of a vertex shader whereas right now GLSL ties them together which is very inefficient for hl2 and some other games).
                        But sorry, that IS very pro-nVidia driven, you'll wait some years when everyone maybe will have proper OpenGL 3.2 drivers to fix PS 2.0 support globally, while waiting we could use nV extensions on every cards, could we? Doh, we'll have to wait for "crappy" fglrx, s3 or DRI OpenGL 3.2 implementation, while waiting we could use nV extensions on every cards, could we? Why you not just choose GLSL and then wait for OpenGL 3.2? If you prefer 1% of some vendor goodness, instead of GLSL you are very pro-some_vendor, so when you choose explicitly something that is not a standard you are pro-some_vendor, when you call standard extensions as generic you are very likely pro-some_vendor, if something can work on every card in 99% cases, but instead you choose vendor only extensions which works only on one vendor cards, you are of course pro-some_vendor.

                        So please tell me again that Wine is not pro-nVidia, pro-Valve, pro-Blizz or pro-something_big_pop_one software, but first and mainly pro-nVidia.

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                        • #13
                          The conclusion I draw from all this is that NVidia simply cares about features and performance while AMD does not or lacks the knowledge for it.

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                          • #14
                            I repeat myself FBOs are needed for sm2.0 and higher. In short FBOs are needed for offscreen rendering which most d3d9 games use without an FBO games still want to use offscreen rendering and we then just render to the normal window which is evil, causes rendering issues and only offers 24-bit/32-bit in general and no floating point formats or others.

                            The opengl functionality which might get added in 3.2 will make our live easier and improve performance. Right now we work around the issue but it kills performance if the game switches shaders frequently like in half-life2. On Nvidia we can nicely work around it but not on ATI. On s3 the same extensions are offered but I haven't touched their hardware.

                            The only major issue around now is that there are buggy FBO implementations. Wine is the most complicated opengl program around.

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                            • #15
                              I just want to point out that if I were writing drivers, I'd be more interested in writing them for native apps. I wouldn't be thinking that, for example, something written and coded for dx9 would be translated to run on opengl and the drivers should be written for that (this applies to all companies).
                              So before using wine as an excuse to whine about ati vs nvidia, it might be best for everybody to keep that in mind.

                              I'm going edit a bit more and say that nvidia had useable linux drivers out a while ago, and it's only natural that wine would therefore run better. This is an indication of wine dev experience with nvidia drivers, and can not in any way be used to magically show the current state of drivers from either company.
                              Last edited by mirv; 06-07-2009, 07:02 PM. Reason: added a ray of sunlight to turn trolls to stone

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