http://bugs.winehq.org/show_bug.cgi?id=24684
Summary: SMP problems with Source games Product: Wine Version: 1.3.4 Platform: x86-64 OS/Version: Linux Status: UNCONFIRMED Severity: normal Priority: P2 Component: -unknown AssignedTo: [email protected] ReportedBy: [email protected]
Some games with latest Source engine (Alien Swarm, Left for Dead 2) has sometimes grayed out "Enable multicore rendering" in options menu. But when It's not grayed out, and I enable it, it works like it's supposed to, giving me notable fps boost and using both my CPU cores.
But I'm using virtual desktop, to still be able to communicate with my friend using IM. But sometimes, when I leave virtual desktop and want to return back, the VD is not redrawing. I can still hear music, game sounds, even blindly open in-game console nad write quit to exit the game properly. This is not happening if multicore is disabled in game.
http://bugs.winehq.org/show_bug.cgi?id=24684
Luke Bratch [email protected] changed:
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SheeEttin [email protected] changed:
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byteframe [email protected] changed:
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--- Comment #1 from byteframe [email protected] 2010-10-13 18:35:04 CDT --- I've noticed this as well, but using playing with using the game's window mode. Alt-tabbing, etc would eventually cause the game to stop rendering. Using in game keys bound to change "mat_queue_mode", I could recover from this.
http://bugs.winehq.org/show_bug.cgi?id=24684
Nephyrin zey [email protected] changed:
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--- Comment #2 from Nephyrin zey [email protected] 2010-11-03 16:46:11 CDT --- Also broken with Multicore rendering are light aura occlusions (which valve have said is accomplished with last-frame occlusion queries). This makes lights behind walls 'glow' through the wall, turning off multicore rendering fixes this. Most obvious on the nucleus map in TF2, where your screen is covered in light-glow constantly.
http://bugs.winehq.org/show_bug.cgi?id=24684
Nephyrin zey [email protected] changed:
What |Removed |Added ---------------------------------------------------------------------------- Status|UNCONFIRMED |NEW Ever Confirmed|0 |1
--- Comment #3 from Nephyrin zey [email protected] 2010-11-03 16:46:20 CDT --- *** This bug has been confirmed by popular vote. ***
http://bugs.winehq.org/show_bug.cgi?id=24684
--- Comment #4 from Nephyrin zey [email protected] 2011-07-19 18:12:47 CDT --- For the occlusion problem, this is spamming rapidly in the console when multicore rendering is enabled:
fixme:d3d:wined3d_occlusion_query_ops_get_data 0x55280a18 Wrong thread, returning 1.
I can also confirm that Portal 2 greys out the 'multicore rendering' option in its settings for some unknown reason.
http://bugs.winehq.org/show_bug.cgi?id=24684
Martín Perazzo [email protected] changed:
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--- Comment #5 from Martín Perazzo [email protected] 2011-09-01 13:41:48 CDT --- On Portal 2 since wine 1.3.27 frames are renedered out of order when smp is enabled. seems like instead of frames being rendered as frame1, frame2, frame3, frame4 they are rendered as frame3, frame2, frame1, frame4 instead
http://bugs.winehq.org/show_bug.cgi?id=24684
Jeff Cook [email protected] changed:
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--- Comment #6 from Jeff Cook [email protected] 2011-09-03 16:59:34 CDT --- (In reply to comment #4)
For the occlusion problem, this is spamming rapidly in the console when multicore rendering is enabled:
fixme:d3d:wined3d_occlusion_query_ops_get_data 0x55280a18 Wrong thread, returning 1.
I receive this issue in Mirror's Edge, tested with 32c36b7505e, which does not use the Source engine. I am launching from Steam, however. As far as I know, Mirror's Edge does not offer an explicit location to disable SMP rendering like Source's "Enable multicore rendering".
Team Fortress 2 seems markedly slower than it has been in the past, but I don't have any debug information for that.
http://bugs.winehq.org/show_bug.cgi?id=24684
Alexey Loukianov [email protected] changed:
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--- Comment #7 from Alexey Loukianov [email protected] 2011-09-11 05:34:31 CDT --- I can confirm that the "light coronas and aura not being occluded in Source-based games when multicore rendering is enabled" problem persists as of Wine 1.3.28.
http://bugs.winehq.org/show_bug.cgi?id=24684
Michael McGuire [email protected] changed:
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--- Comment #8 from Michael McGuire [email protected] 2012-02-21 10:32:19 CST --- Using wine 1.4-rc4 and HL2:Ep2 hangs soon after starting when Multicore Rendering is enabled. I get no problems with it disabled.
http://bugs.winehq.org/show_bug.cgi?id=24684
--- Comment #9 from Nephyrin zey [email protected] 2012-02-22 13:43:49 CST --- 1.4rc4 update - TF2's stuttering issues seem to have gone away, but occlusion queries are still broken.
http://bugs.winehq.org/show_bug.cgi?id=24684
Andrew Aladjev [email protected] changed:
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--- Comment #10 from Andrew Aladjev [email protected] 2012-07-02 14:20:30 CDT --- reproduced while gaming in alien swarm with last wine-9999 (wine-1.5.7-252-g1f01355) on gentoo
http://bugs.winehq.org/show_bug.cgi?id=24684
Fab [email protected] changed:
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Henri Verbeet [email protected] changed:
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--- Comment #11 from Henri Verbeet [email protected] 2013-06-16 06:29:52 CDT --- *** Bug 26714 has been marked as a duplicate of this bug. ***
http://bugs.winehq.org/show_bug.cgi?id=24684
Henri Verbeet [email protected] changed:
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--- Comment #12 from Henri Verbeet [email protected] 2013-06-16 06:31:56 CDT --- *** Bug 25237 has been marked as a duplicate of this bug. ***
http://bugs.winehq.org/show_bug.cgi?id=24684
Henri Verbeet [email protected] changed:
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--- Comment #13 from Henri Verbeet [email protected] 2013-06-16 07:33:24 CDT --- *** Bug 33810 has been marked as a duplicate of this bug. ***
http://bugs.winehq.org/show_bug.cgi?id=24684
ax 34noff [email protected] changed:
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Anastasius Focht [email protected] changed:
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--- Comment #14 from Anastasius Focht [email protected] --- *** Bug 33611 has been marked as a duplicate of this bug. ***
http://bugs.winehq.org/show_bug.cgi?id=24684
Anastasius Focht [email protected] changed:
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--- Comment #15 from Anastasius Focht [email protected] --- *** Bug 30638 has been marked as a duplicate of this bug. ***
http://bugs.winehq.org/show_bug.cgi?id=24684
Anastasius Focht [email protected] changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |[email protected] Component|-unknown |directx-d3d Summary|SMP problems with Source |Multiple Source engine |games |based games (Steam): | |out-of-order rendering, | |bloom effect and lights are | |visible through walls when | |multicore rendering is | |enabled
--- Comment #16 from Anastasius Focht [email protected] --- Hello folks,
refining summary to collect more dupes here.
$ wine --version wine-1.7.20-133-ge29fd54
Regards
http://bugs.winehq.org/show_bug.cgi?id=24684
--- Comment #17 from Henri Verbeet [email protected] --- (In reply to Anastasius Focht from comment #16)
refining summary to collect more dupes here.
Mostly just for what it's worth, the issue isn't so much that things are rendered out of order (which would be the kind of bug where StrictDrawOrdering would help) as that e.g. lights that should be occluded are rendered because we hand the game incorrect occlusion data. I.e. returning 0 instead of 1 from wined3d_occlusion_query_ops_get_data() would probably make them all invisible instead.
https://bugs.winehq.org/show_bug.cgi?id=24684
--- Comment #18 from Austin English [email protected] --- This is your friendly reminder that there has been no bug activity for over a year. Is this still an issue in current (1.7.51 or newer) wine?
https://bugs.winehq.org/show_bug.cgi?id=24684
[email protected] changed:
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--- Comment #19 from [email protected] --- I experience this in Insurgency using wine 1.7.52.(In reply to Austin English from comment #18)
This is your friendly reminder that there has been no bug activity for over a year. Is this still an issue in current (1.7.51 or newer) wine?
I can confirm that this is still an issue in Insurgency using wine 1.7.52
https://bugs.winehq.org/show_bug.cgi?id=24684
Maxqia [email protected] changed:
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--- Comment #20 from Maxqia [email protected] --- Created attachment 54033 --> https://bugs.winehq.org/attachment.cgi?id=54033 CS:GO lights through walls
I have this is CS:GO using wine 1.9.6 (see attached screenshot)
https://bugs.winehq.org/show_bug.cgi?id=24684
--- Comment #21 from Maxqia [email protected] --- I'd like to note that this doesn't happen on the CSMT branch.
https://bugs.winehq.org/show_bug.cgi?id=24684
joaopa [email protected] changed:
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--- Comment #22 from joaopa [email protected] --- Does the bug still occur with wine-5.2?
https://bugs.winehq.org/show_bug.cgi?id=24684
Linards [email protected] changed:
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--- Comment #23 from Linards [email protected] --- Is this bug still present?
https://bugs.winehq.org/show_bug.cgi?id=24684
[email protected] changed:
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--- Comment #24 from [email protected] --- This bug seems to no longer occur. If it does, then I can not notice it.