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  • #31
    Right, it seems to be specific to r600g, and turning of PP does work around the bug.

    FWIW, LLVMpipe, the software rasterizer, does not segfault. I could probably also try it out on a X1950 Pro, that's using the r300g driver which is quite a bit more mature.

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    • #32
      >Right, it seems to be specific to r600g, and turning of PP does work around the bug.

      thanks, good. sadly its not much fun without the postprocessing ;-|

      >FWIW, LLVMpipe, the software rasterizer, does not segfault.

      doubt that software rendering is really playable?

      > I could probably also try it out on a X1950 Pro, that's using the r300g driver which is quite a bit more mature.

      sounds good, though below the "official requirements" this one could actually work well, since it should be faster than officially supported chips like the Radeon HD 2400.

      >When/if I have more time I can try it out on my Intel G45

      i am not sure, do they support 4096x4096 textures? might be worth a try too ;-)

      Comment


      • #33
        ok here are the *correct* links to the new beta 3:
        (my post with the corrected links of beta 2 seems to have gone to /dev/null)


        http://corebreach.corecode.at/CoreBr...inux32.tar.bz2
        http://corebreach.corecode.at/CoreBr...inux64.tar.bz2

        ChangeLog from Beta 2:
        work around fatal problems in catalyst / fglrx drivers (which happened mostly on low end / mobility cards)
        detect broken mesa r600 drivers and default to post-processing = OFF
        actually make the time-demo mode work (for possible inclusion into PTS)

        Comment


        • #34
          Hey CoreCode, I've downloaded and installed the 64bit version of CoreBreach.

          It works fine over here no problems, that i have noticed so far. Here is my system specs, OS, etc:

          AMD Phenom II 965 x4
          8gig DDR3
          Nvidia 440GT
          1.5tb SATA 6G

          Distro: Archlinux (64bit), fully up to date system, running Gnome 3.2.

          I'm using the Nvidia proprietary driver, version 290.10 (the latest version). I didn't have to disable compiz, as there was no noticable loss in FPS or any other issue. The graphics of the game are smooth and look great. I also found the game to be playable, although, i did hit the sides here and there.

          I'm not much of a gamer, but given the opportunity, i though i would at least test CoreBreach.

          cheerz

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          • #35
            thanks ninez. looks like we can post the final version to desura early next week.

            are there any other linux (game) stores besides desura, ubuntu software center, tux games, gameolith, fun4tux, wupra and indievania?

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            • #36
              I just tested it using the open source Radeon driver. It works and runs very smoothly, but crashes as soon as I touch a wall. The following error is shown in the console:
              Code:
              EE r600_shader.c:125 r600_pipe_shader_create - translation from TGSI failed !
              Segmentation fault
              I'm using a HD 5770 with the latest drivers. I'm not really sure if the problem is with the game, or simply a missing feature or bug in the drivers. Maybe someone else can chime in.

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              • #37
                Originally posted by benmoran View Post
                I just tested it using the open source Radeon driver. It works and runs very smoothly, but crashes as soon as I touch a wall. The following error is shown in the console:
                Code:
                EE r600_shader.c:125 r600_pipe_shader_create - translation from TGSI failed !
                Segmentation fault
                I'm using a HD 5770 with the latest drivers. I'm not really sure if the problem is with the game, or simply a missing feature or bug in the drivers. Maybe someone else can chime in.
                It's a bug in the driver. Already filed as a bug:
                https://bugs.freedesktop.org/show_bug.cgi?id=43341

                You can turn of post processing (or try the suggestion made by Vadim in the bug report).

                Comment


                • #38
                  Originally posted by benmoran View Post
                  I just tested it using the open source Radeon driver. It works and runs very smoothly, but crashes as soon as I touch a wall. The following error is shown in the console:
                  Code:
                  EE r600_shader.c:125 r600_pipe_shader_create - translation from TGSI failed !
                  Segmentation fault
                  I'm using a HD 5770 with the latest drivers. I'm not really sure if the problem is with the game, or simply a missing feature or bug in the drivers. Maybe someone else can chime in.
                  thanks, this is the driver crash in the MESA R600 driver that @whizse already kindly identified and reported upstream. (i.e. its a driver bug and not a bug in the game)

                  if you got beta 3 this should already be worked around by defaulting to postprocessing = OFF (and documenting it in the readme). if that didn't work, please send me the "glxinfo" output so i can have another shot at this.

                  if you got beta 2, just disable postprocessing manually in the video preferences.

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                  • #39
                    I tried it on my X1950 Pro with the r300g driver, it seems to be rendering everything okay and there are no crashes, performance also seems satisfactory.

                    I did notice a few issues on the Intel GPU though. Is there any way of grabbing screenshots in-game? Or if not, running it in a window?

                    Is the timedemo mode available in the demo?

                    Comment


                    • #40
                      Originally posted by whizse View Post
                      I tried it on my X1950 Pro with the r300g driver, it seems to be rendering everything okay and there are no crashes, performance also seems satisfactory.
                      thanks thats good to know. does it run with all features, i.e. with postprocessing?

                      btw you can set lighting to "static" for a nice speed increase at minor visual difference.

                      Originally posted by whizse View Post
                      I did notice a few issues on the Intel GPU though. Is there any way of grabbing screenshots in-game? Or if not, running it in a window?
                      on the mac you can do screenshots even when fullscreen apps run with keyboard shortcuts, i don't know how that works in linux. there is no built-in screenshot functionality.

                      there is a hidden key to make it run in windowed mode, if you are capable of editing XML files, try editing the preferences file in ~/.GNUstep/Defaults/ and add a key named "windowed" and set it to "1"


                      Originally posted by whizse View Post
                      Is the timedemo mode available in the demo?
                      yes, beta3 should contain that. again a hidden preferences key in the XML file, called "timedemo". you will also need to enable "disablevbl" and "displayfps" so that V-Sync is disabled and you actually see the framerate.

                      don't try any fancy stuff like starting a multiplayer game when timedemo is set to true ;-)

                      Comment


                      • #41
                        Everything seems to be working on r300g, with the exception of static lightning. This is actually broken in all the Mesa drivers, sorry I didn't catch this before. I thought I had tried all the options but I guess I missed this one. It's working in git master though, so I'll do some reverse git bisecting too find out what commit fixed this and suggest it be cherry picked for the next stable release.

                        On the Intel GPU object outlines are broken, there's a lot of outlines where none should be, also the flames from the engine isn't rendered correctly. I will file bugs about this later (with screenhots). Performance is pretty okay with everything except outlines turned on. I don't get playable framerates with my native resolution (1680x1050) but that's too be expected. I guess it will run pretty fine on the contemporary GPUs (HD Graphics, SandyBridge etc.).

                        Screenshots in games on Linux is pretty much hit-or-miss, it works on some titles, on others it doesn't.

                        Comment


                        • #42
                          >Everything seems to be working on r300g, with the exception of static lightning.

                          thats weird since static lighting is a very simple shader that is a small functional subset of the static+dynamic shaders. its beyond me how static can be broken and static+dynamic still works.

                          > so I'll do some reverse git bisecting too find out what commit fixed this and suggest it be cherry picked for the next stable release.

                          thats great, thanks

                          >On the Intel GPU object outlines are broken, there's a lot of outlines where none should be

                          that sounds a bit like the awful fglrx / catalyst driver bug i had to work around - the lines would be completely randomized if the line width ( glLineWidth() ) was set to a value equal or larger than 2.0 (although they claim to support line width up to 63). perhaps its also related to line width, setting the outlines to thin and using a small resolution could test that.

                          >I will file bugs about this later (with screenhots)

                          thanks thats great.
                          i guess once we have the final version we can link it to the bug-reports because the URL won't change every day then.

                          >I guess it will run pretty fine on the contemporary GPUs

                          thanks thats good to hear. no intel hardware for testing around here.



                          btw since benmoran also mentioned the Mesa Postprocessing crash after i posted beta 3 i wondered if my workaround for defaulting to "no postprocessing" actually works. i de-installed the catalyst drivers from my ubuntu 11.10 installation to test the Mesa drivers instead. however this only yielded these drivers:

                          "VENDOR": X.Org "RENDERER": Gallium 0.4 on AMD JUNIPER "VERSION": 2.1 Mesa 7.11

                          they are "completely" broken since they don't support the DXT compression, meaning only black instead of all textures (but funnily they also crash on postprocessing - not much point working around it if they don't work anyway though)

                          i installed "mesa-dri-drivers-experimental" in hopes to get the mentioned "Mesa DRI R600" drivers, but drivers are still "Gallium" after the reboot. also there is no xorg.conf to edit to force the driver change. any linux gurus wanna chime on how i can change to the "Mesa DRI R600" drivers? i have a 5770 btw.

                          p.s. i think what the output these open source drivers give for the "VENDOR" and "RENDERER" strings are complete madness. my card is from ATI not from X.Org

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                          • #43
                            DRI r600 would be the old driver, which was deprecated in the latest release IIRC. You have the current Mesa driver for your card.

                            Comment


                            • #44
                              Originally posted by CoreCode View Post
                              >Everything seems to be working on r300g, with the exception of static lightning.

                              thats weird since static lighting is a very simple shader that is a small functional subset of the static+dynamic shaders. its beyond me how static can be broken and static+dynamic still works.
                              Yeah, odd that, the lower part of the screen is just black:
                              http://img840.imageshack.us/img840/2...0111201150.png

                              Originally posted by CoreCode View Post
                              >On the Intel GPU object outlines are broken, there's a lot of outlines where none should be

                              that sounds a bit like the awful fglrx / catalyst driver bug i had to work around - the lines would be completely randomized if the line width ( glLineWidth() ) was set to a value equal or larger than 2.0 (although they claim to support line width up to 63). perhaps its also related to line width, setting the outlines to thin and using a small resolution could test that.
                              Screenshot here:
                              http://img521.imageshack.us/img521/9...sparticles.png
                              (also shows the misrendering of the engine flames)

                              I can run a few more tests with different resolutions.


                              Originally posted by CoreCode View Post
                              btw since benmoran also mentioned the Mesa Postprocessing crash after i posted beta 3 i wondered if my workaround for defaulting to "no postprocessing" actually works. i de-installed the catalyst drivers from my ubuntu 11.10 installation to test the Mesa drivers instead. however this only yielded these drivers:

                              "VENDOR": X.Org "RENDERER": Gallium 0.4 on AMD JUNIPER "VERSION": 2.1 Mesa 7.11

                              they are "completely" broken since they don't support the DXT compression, meaning only black instead of all textures (but funnily they also crash on postprocessing - not much point working around it if they don't work anyway though)

                              i installed "mesa-dri-drivers-experimental" in hopes to get the mentioned "Mesa DRI R600" drivers, but drivers are still "Gallium" after the reboot. also there is no xorg.conf to edit to force the driver change. any linux gurus wanna chime on how i can change to the "Mesa DRI R600" drivers? i have a 5770 btw.
                              Right, this is where it gets confusing. There have been two different sets of Mesa drivers, the classic ones (now only Intel uses this infrastructure) and the Gallium3D ones. "Mesa DRI R600" would be the deprecated ones, so you should check for Gallium.

                              Unfortunately all FLOSS drivers are crippled out of the box when it comes to DXT compression, you need to install the libtxc_dxtn library for this to work.
                              http://dri.freedesktop.org/wiki/S3TC

                              Originally posted by CoreCode View Post
                              p.s. i think what the output these open source drivers give for the "VENDOR" and "RENDERER" strings are complete madness. my card is from ATI not from X.Org
                              I actually think Mesa does this right (though someone who's an actual developer should chime in) the vendor and renderer is supposed to reflect the OpenGL implementation, not the hardware.

                              Comment


                              • #45
                                Anyway, I grabbed the latest Beta and gave it a go on my machine. Here are my specs:

                                Operating System: Fedora 16 Linux
                                Video Card: AMD Radeon HD 4670
                                Memory: 4 Gigabytes
                                Processor: AMD Sempron CPU 2.7 Ghz
                                Hard Drive: 2 TB Western Digital Caviar Green

                                I am also using the system supplied R600 Gallium drivers. Like the other posters, it would crash when I hit a wall and at one point in the middle of the game when post processing was turned on, which it was by default. Turning off post processing solved this issue with little or no detriment to game graphics. I kept all the other settings at their apparent defaults.

                                Playing at my native resolution of 1280x1024 on XFCE with composting on resulted in no performance problems, although I do have "Display fullscreen overlay windows directly" selected in Window Manager Tweaks.

                                So, other than the reported driver bug up-stream which should hopefully get fixed, it seems to be working fairly well on the free software radeon drivers.

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