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Thread: Unreal Engine 3 works on Linux via Stage3D

  1. #11
    Join Date
    Dec 2009
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    277

    Default something funny i noticed

    Quote Originally Posted by dimko View Post
    It works but very slowly, pretty much slide show and I am on proprietary nvidia 295ish version.
    it started to work better after a while!
    still no 60 fps a sec, but we are talking much closer to 20

  2. #12
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    Jun 2010
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    Quote Originally Posted by ChrisXY View Post
    Worked for me with radeon on HD 6550M, but really slow for such low details (just look at the fruits in the market stands).
    Actually, I had it wrong: I had hardware acceleration disabled. (rightclick, settings, hardware acceleration)
    Epic Citadel works reasonably smooth with hardware acceleration enabled.

    http://alternativaplatform.com/en/demos/maxracer/ works kind of ok. With antialiasing the performance is really jerky, altering quickly between ok and really bad, but without antialiasing it's much better and even playable. Still, FPS is not steady.

    While googling I found http://www.airtightinteractive.com/2...l-performance/
    This shows directly if you are rendering with opengl or with software: http://airtightinteractive.com/demos...stage3d/cubes/

  3. #13
    Join Date
    Aug 2012
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    6

    Default

    Quote Originally Posted by imamdxl View Post
    Works perfectly here with GMA 4500 almost smooth fps.

    you need latest Mesa, Chrome and s3tc
    You could check it again (just remove s3tc from system).
    S3TC texture compression isn't used here at all.

  4. #14
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    Jun 2012
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    12

    Default

    Quote Originally Posted by dimko View Post
    It works but very slowly, pretty much slide show and I am on proprietary nvidia 295ish version.
    Seems to work perfect on my system currently Xubuntu 12.04, with a 280GTX. I am not sure if you can display FPS but I would say it was somewhere between 30-60 though it looks more like Unreal Engine 2 or something you would see on a mobile device.

  5. #15
    Join Date
    Dec 2011
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    16

    Default

    Is the Pepper API aka PPAPI documented somewhere? All I find are a bunch of source files and some basic info:
    http://www.chromium.org/developers/d...implementation

    I'd like to integrate pepper into my standalone plugin player, so some mozilla NPAPI like docs would be very welcomed...

  6. #16
    Join Date
    Jul 2012
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    148

    Default

    Quote Originally Posted by x616e View Post
    Seems to work perfect on my system currently Xubuntu 12.04, with a 280GTX. I am not sure if you can display FPS but I would say it was somewhere between 30-60 though it looks more like Unreal Engine 2 or something you would see on a mobile device.
    Enable fps counter in chrome://flags/ ...and it really look like UE2 or worse.

    Radeon 6670 and R600g:
    Unreal Engine 3 demo 15-20 FPS
    AngryBots Unity Flash demo ~1 fps, half effects disabled
    AngryBots Unity NaCl demo 50-60 fps, graphics MUCH better than UE3 demo.

  7. #17
    Join Date
    Aug 2012
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    Default

    Quote Originally Posted by kwahoo View Post
    Enable fps counter in chrome://flags/ ...and it really look like UE2 or worse.

    Radeon 6670 and R600g:
    Unreal Engine 3 demo 15-20 FPS
    AngryBots Unity Flash demo ~1 fps, half effects disabled
    AngryBots Unity NaCl demo 50-60 fps, graphics MUCH better than UE3 demo.
    For me AngryBots performance is bad as well.

    But situation with this demo is quite strange. E.g: performance with 11.2 player without hardware acceleration is better than with 11.3 with it.

  8. #18
    Join Date
    Jul 2012
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    Works great. I've set "Application Override" in Nvidia Settings and maxed out on AA and Anisotropic Filtering, FXAA, VSyn and whatnot. Constant 60 FPS (probably limited by VSync which I set in nvidia-setttings).



    Graphics Quality isn't too impressive. No bump mapped textures. Some look like shit.

    Code:
    Version Information
    Data exported	Sat Aug 25 2012 19:01:09 GMT+0200 (CEST)
    Chrome version	21.0.1180.81 (Entwickler-Build 151980)
    Operating system	Linux 3.5.2-4-ck
    Software rendering list version	
    ANGLE revision	1046
    2D graphics backend	Skia
    Driver Information
    Initialization time	64
    GPU0	VENDOR = 0x10de [NVIDIA Corporation], DEVICE= 0x1080 [GeForce GTX 580]
    Optimus	false
    AMD switchable	false
    Driver vendor	NVIDIA
    Driver version	304.37
    Driver date	
    Pixel shader version	4.20
    Vertex shader version	4.20
    GL version	4.2
    GL_VENDOR	NVIDIA Corporation
    GL_RENDERER	GeForce GTX 580/PCIe/SSE2
    GL_VERSION	4.2.0 NVIDIA 304.37
    GL_EXTENSIONS	GL_AMD_multi_draw_indirect GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vdpau_interop GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_compressed_paletted_texture GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_point_size_array GL_OES_point_sprite GL_OES_rgb8_rgba8 GL_OES_read_format GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum
    I'm using this with an Core i7 overclocked to 4,5 Ghz and 8 GB RAM.

  9. #19
    Join Date
    Jun 2012
    Posts
    12

    Default

    Quote Originally Posted by kwahoo View Post
    Enable fps counter in chrome://flags/ ...and it really look like UE2 or worse.

    Radeon 6670 and R600g:
    Unreal Engine 3 demo 15-20 FPS
    AngryBots Unity Flash demo ~1 fps, half effects disabled
    AngryBots Unity NaCl demo 50-60 fps, graphics MUCH better than UE3 demo.
    Ah thank you for that. It shows about 30-40 fps walking around inside the castle, usually around 37 +/- 6.0, outside is sometimes drops to about 27. Not so bad, but the textures are so terrible.

  10. #20
    Join Date
    Jul 2012
    Posts
    148

    Default

    UE3 demo + RadeonTop (start @ 3:00)


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