--- Oliver Stieber oliver_stieber@yahoo.co.uk wrote:
Date: Mon, 31 Oct 2005 15:00:43 +0000 (GMT) From: Oliver Stieber oliver_stieber@yahoo.co.uk Subject: Re: Half-Life 2 / Counter-Strike: Source under Wine To: James Liggett jrliggett@cox.net
--- James Liggett jrliggett@cox.net wrote:
On Sun, 2005-10-30 at 11:34 -0600, Evil wrote:
Thanks for the tip, James! Disabling all the debugging had a much bigger impact than I would have expected. I've included my observations and comments below, in hope that they might be of use to the devs working on DX.
Yeah, you wouldn't think turning off debugging messages would do much of anything but it does. Don't ask me why though... :)
The Counter-Strike: Source Video Stress Test is now giving me 15.74fps in 1024x768 windowed mode (vs. 24 in Cedega and 44 in Win98). It's a definite step in the right direction, but still a little too low to prevent you from getting shot by any newb. :) I get the same speed at lower resolutions, which indicates that I'm CPU-limited. I can believe that, since it's pegged-out the entire time I run the test.
Hmmm... I can usually get double that. My card isn't all that different from yours (I have a Radeon 9800 pro) Personally I think it has more to do with the speed of the code and yet to be implemented features. I can imagine that since Oliver is still trying to stabilize things and implement stuff, speed isn't yet the priority.
I've got quite a few optimizations to check-in, but I don't think it's a good idea putting in optimizations that may break things until wined3d is stable enough that bugs in wined3d don't go on to break the optimizations.
You may be limited on your bus speed, d3d8/wined3d aren't using AGP and they upload the vertex data for every frame.
I get pretty much the same performance whether I am windowing the game by setting wine to emulate a desktop, or just passing -window to the hl2.exe (15.2fps).
The odd thing to me is: I get the same speed when running in fullscreen mode. This is even the case if I used XRandR to set my desktop to the same resolution before starting Steam, so that I don't end up accidentally scrolling across my virtual desktop when I move the mouse down or to the right. Doing that is also a help because it stops my newsticker from drawing over the top of the game screen, but it seems to have no impact on performance.
Do OpenGL applications typically perform the same in windowed mode as fullscreen mode? My experience programming with DirectX made me expect fullscreen to run faster since the video card only has to flip the backbuffer pointer instead of blitting from one chunk of memory to another. Of course, that all being handled by the video card, I suppose this too is probably just a side-effect of my CPU-limited speed.
I wouldn't think running a game in a window versus full-screen would change much of anything. Then again, I'm no 3D expert either.
Here are the parameters I'm feeding to CS:S by the way, in case anyone's interested: "-heapsize 512000 -fullscreen -width 1024 -height 768". I've tried passing "-dxlevel 70" to the hl2.exe, but don't see much if any performance difference. It is interesting to not that if you don't pass this parameter, you will see little white boxes indicating each light source. These boxes aren't clipped by any object.
Passing "-dxlevel 80" causes the menu screen to come up completely white, making it unuseable. Forcing DirectX 8.1 or 9.0 has the same white-screen effect.
Try disabling pixel shaders in winecfg to get around that. They never did work for me. I tried to use them yesterday with HL2 to get some screenshots, and they froze my computer. If you're lucky enough to even star a game using them, they mess things up anyway.
I'm in the middle of fixing pixel shaders properly, so far I've checked in the code to parse and cross compile the pixel shaders, I just have to intergrate them with the drawing pipeline.
Oliver.
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