http://bugs.winehq.org/show_bug.cgi?id=32397
Stefan Dösinger stefan@codeweavers.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Status|UNCONFIRMED |RESOLVED Resolution| |DUPLICATE
--- Comment #5 from Stefan Dösinger stefan@codeweavers.com 2012-12-08 07:58:10 CST --- Looks like Bugzilla swallowed my earlier post.
(In reply to comment #3)
However does the performance increment of the usage of dynamic VBOs makes up for the performance decrement of StrictDrawOrdering? If not, then this issue should get more attention. (Please correct me if I'm wrong.)
No, it's not even close. For this game you're clearly better off by disabling dynamic VBOs, e.g. by commenting out the extension in the extension table at the top of dlls/wined3d/directx.c
The (presumed) proper solution is a worker thread that executes all the commands. That way we can do the ordering sychronisation ourselves with classic thread synchronization techniques rather than forcing opengl to do it for us by calling glFlush() after pretty much every operation. This is a complicated task and won't happen tomorrow however.
I don't intend to work on any hacks that attempt to improve this game's performance in the current way multithreading is handled.
(In reply to comment #4)
But did not solve the issue for wine 1.3.23. Anyway I assume this is irrelevant.
Yes, there was a bug that was fixed by 5d1d07abcf3deab4397a0008ae8c44493a721c6a.
*** This bug has been marked as a duplicate of bug 27534 ***