Am Freitag, 31. März 2006 09:12 schrieb BONNEL Christophe:
Hi everyone,
Sorry in advance not to know where to post, but I'm new to wine.
It would be better to post requests like this to [email protected]
First of all, I'm under debian stable and i'm using the debian package wine_0.9.10~winehq1-2_i386.deb. My kernel is 2.6.8 and my graphic card is an ati radeon 9000pro (I know ...ouch...)
The fglrx driver you mentioned doesn't work any more on those cards. PPracer has problems too: Start the "Doing" course. Head to the yellow arrows on the left. They will disapper when you come really close.
So i first try with the dri driver and , although my 3D was ok(openGL1.2 it seems), it was too slow to be playable and my mouse didn't appear.
So it basically worked with the open source driver?
So i use now the official ati last driver(openGL 1.3 it seems). Now, most of the images doesn't appear. If you know guild wars, in the login screen, i have only rocks, the background image behind rocks and the "window" for login in front of rocks don't appear.
You hit the bug ati introduced with 8.19.10. I think it's related to opengl display lists, and I've reported it to ati months ago. Didn't get a reply so far
I can send you the lasts many "fixmes" that appears but for some seconds, i have approximatively 1Mo file. However, i have no "err". The lasts line are : fixme:d3d:IWineD3DDeviceImpl_SetRenderState (0x4d290020)->(190,15) not handled yet fixme:d3d:IWineD3DDeviceImpl_SetRenderState (0x4d290020)->(191,15) not handled yet fixme:d3d:IWineD3DDeviceImpl_SetRenderState (0x4d290020)->(192,15) not handled yet fixme:d3d:IWineD3DDeviceImpl_SetRenderState (0x4d290020)->(193,-1) not handled yet fixme:d3d:IWineD3DDeviceImpl_SetRenderState (0x4d290020)->(194,0) not handled yet fixme:d3d:IWineD3DDeviceImpl_SetRenderState (0x4d290020)->(198,0) not handled yet fixme:d3d:IWineD3DDeviceImpl_SetRenderState (0x4d290020)->(199,0) not handled yet fixme:d3d:IWineD3DDeviceImpl_SetRenderState (0x4d290020)->(200,0) not handled yet fixme:d3d:IWineD3DDeviceImpl_SetRenderState (0x4d290020)->(201,0) not handled yet fixme:d3d:IWineD3DDeviceImpl_SetRenderState (0x4d290020)->(202,0) not handled yet fixme:d3d:IWineD3DDeviceImpl_SetRenderState (0x4d290020)->(203,0) not handled yet fixme:d3d:IWineD3DDeviceImpl_SetRenderState (0x4d290020)->(204,0) not handled yet fixme:d3d:IWineD3DDeviceImpl_SetRenderState (0x4d290020)->(205,0) not handled yet fixme:d3d:IWineD3DDeviceImpl_SetRenderState (0x4d290020)->(206,0) not handled yet fixme:d3d:IWineD3DDeviceImpl_SetRenderState (0x4d290020)->(207,2) not handled yet fixme:d3d:IWineD3DDeviceImpl_SetRenderState (0x4d290020)->(208,1) not handled yet fixme:d3d:IWineD3DDeviceImpl_SetRenderState (0x4d290020)->(209,1) not handled yet fixme:d3d:IWineD3DDeviceImpl_SetRenderState (0x4d290020)->(162,-1) not handled yet fixme:d3d:IWineD3DDeviceImpl_SetRenderState (0x4d290020)->(163,0) not handled yet fixme:d3d:IWineD3DDeviceImpl_SetRenderState (0x4d290020)->(164,1065353216) not handled yet fixme:d3d:IWineD3DDeviceImpl_SetRenderState (0x4d290020)->(165,1) not handled yet fixme:d3d:IWineD3DDeviceImpl_SetRenderState (0x4d290020)->(172,3) not handled yet fixme:d3d:IWineD3DDeviceImpl_SetRenderState (0x4d290020)->(173,1) not handled yet fixme:d3d:IWineD3DDeviceImpl_SetRenderState (0x4d290020)->(178,1065353216) not handled yet fixme:d3d:IWineD3DDeviceImpl_SetRenderState (0x4d290020)->(179,1065353216) not handled yet fixme:d3d:IWineD3DDeviceImpl_SetRenderState (0x4d290020)->(180,0) not handled yet fixme:d3d:IWineD3DDeviceImpl_SetRenderState (0x4d290020)->(181,0) not handled yet fixme:d3d:IWineD3DDeviceImpl_SetRenderState (0x4d290020)->(182,1065353216) not handled yet fixme:d3d:IWineD3DDeviceImpl_SetRenderState (0x4d290020)->(183,0) not handled yet fixme:d3d:IWineD3DDeviceImpl_SetRenderState (0x4d290020)->(184,0) not handled yet fixme:d3d:IWineD3DDeviceImpl_SetRenderState >>>>>>>>>>>>>>>>> 500 from glStencilOp(...) @ device.c / 3809 fixme:d3d:IWineD3DDeviceImpl_SetRenderState >>>>>>>>>>>>>>>>> 500 from glStencilOp(...) @ device.c / 3809 fixme:d3d:IWineD3DDeviceImpl_SetRenderState >>>>>>>>>>>>>>>>> 500 from glStencilOp(...) @ device.c / 3809
These are harmless, they are fixmes from the direct3d initialization. Some render states aren't supported by wines d3d implementation, but when wined3d initializes, it sets them to the default value, which causes such messages. The last three fixmes are fixed in the current cvs version, and they are harmless too.
There are also in the upper-middle of the log file many : fixme:d3d:IWineD3DDeviceImpl_EvictManagedResources (0x4d290020) : stub
EvictManagedTextures is a windows-related video memory management thing, and it won't have much impact too. If it has, then it will only show slightly reduced performance for a few secounds after loading. It should remove the managed textures from the video card, to make the memory free for new textures.
Hope this can help a bit.... My command line to launch the games is : wine "E:/toph/games/GUILD WARS/Gw.exe" 2>gw.wine I use win98 version per default because sometimes with win2k i have some ntdll errors when connecting to internet(areanet). I don't use anything else. I try display by hardware or emulation, with simple or double buffer, in a window or in directly, with pixel shader or not, but nothing works. Per default, my screen is 1024*768*24bits
Should be fine
Note that tuxracer (or ppracer) works so i don't think it comes from the driver, but i can make mistakes...
See above
WineD3D has serious performance problems, somehow related to textures. I hope that I can debug them during the weekend, but I can't give garantees. These problems seem to be related to textures. My tests with 3dmark2000 show that texture rendering should be 10 times faster than it is.
I hope I could help you, Stefan
On 31/03/06, Stefan Dösinger [email protected] wrote:
fixme:d3d:IWineD3DDeviceImpl_SetRenderState >>>>>>>>>>>>>>>>> 500 from glStencilOp(...) @ device.c / 3809 fixme:d3d:IWineD3DDeviceImpl_SetRenderState >>>>>>>>>>>>>>>>> 500 from glStencilOp(...) @ device.c / 3809 fixme:d3d:IWineD3DDeviceImpl_SetRenderState >>>>>>>>>>>>>>>>> 500 from glStencilOp(...) @ device.c / 3809
These are harmless, they are fixmes from the direct3d initialization. Some render states aren't supported by wines d3d implementation, but when wined3d initializes, it sets them to the default value, which causes such messages. The last three fixmes are fixed in the current cvs version, and they are harmless too.
Unfortunately, no, that's not fixed yet. I suspect the problem is the three glGetIntegerv call slightly above that call, since they use constants only defined in OpenGL 2.0.
Hello,
Yes, without displaying the mouse and it's very slow (as if you were playing a game with direct rendering to No). But with dri, i have 1200fps and with ati 1900fps for common glxgears, there is a significative difference.
glxgears isn't a benchmark... If you set Option "AGPMode" "4" Option "EnablePageFlip" "1" Option "BackingStore" "1" in your device section of the dri driver, then the performance should be equal to fglrx(~2000 fps). If you install driconf and enable HyperZ, then you should get another boost. Alternatively, you can create a file /etc/drirc with the following content: <driconf> <device screen="0" driver="r200"> <application name="all"> <option name="arb_vertex_program" value="true" /> <option name="texture_level_hack" value="true" /> <option name="hyperz" value="true" /> </application> </device> </driconf>
The first option enables software emulated vertex shaders, but I don't know if they work. The secound option enables a hack which increases the maximum texture size by a factor of 4 (1024x1024 -> 2048x2048) if you have the dxtn decompression libary installed. google for libtxc_dxtn050908.tar.gz, it should be the first entry. Installing this library enables compressed textures too, which can improve the performance drastically in some games which support it. The "hyperz" option enables hyperz, which also increases the performance, especially in glxgears. With all the options enabled, I get about 3670 fps in glxgears(Acer travelmate 803, 1.6 Ghz pentium M, radeon mobility 9000, Xorg 7.0 with the dri driver). But again, glxgears isn't a benchmark. My experience is that the open source driver offers equal performance since Xorg 7.0, quite often it's faster, but only in unreal tournament 2004 it's significantly slower(general > 40fps, but sometimes only 15-20 fps, which makes ut unplayable. Surprisingly, this doesn't depend on the settings, so I think it's a driver bug)
So, i have just reported them the problem and explain that it works with dri, so i hope they will make something to correct it....
Don't expect too much from at :( Just have a look at the linux driver forum at www.rage3d.com
Stefan
Stefan Dösinger a écrit :
So, i have just reported them the problem and explain that it works with dri, so i hope they will make something to correct it....
Don't expect too much from at :( Just have a look at the linux driver forum at www.rage3d.com
I know that but if noone annoy them, they will never do anything ...
Thanks for the tips, I have tried with my debian sarge but all does not work because driconf is not available, but i have an unstable on an other partition, i will try later. With only the options in Xconfig file, i switch to 1700fps, thanks !!!
I use now wine.0.9.11 deb package and i have this repeating error (not a fixme) : err:d3d:IWineD3DDeviceImpl_ActiveRender cannot get valides GLXFBConfig for (22,WINED3DFMT_X8R8G8B8)/(75,WINED3DFMT_D24S8) It doesn't seem to modify anything with the game but is it important for you ? Does i do something as "winedebug=+ ***" for more information on this to help you ???
Note that the game is unplayable because it lags and lags and lags. I must wait 3 to 5 minutes before my character appears. And when i move, i see an image approximatively each second, it is jerky... I think it comes from the thing you said before : poor performance, but i prefer announce to others wine users what the results are now...
Christophe
Hi,
Note that the game is unplayable because it lags and lags and lags. I must wait 3 to 5 minutes before my character appears. And when i move, i see an image approximatively each second, it is jerky... I think it comes from the thing you said before : poor performance, but i prefer announce to others wine users what the results are now...
I fixed the performance issue with radeon cards. The problem was that wined3d set the mipmap level count for textures every time they where used. This caused the driver to remove the textures from video memory, and they had to be re-transfered over the bus constantly.
The slowness in guild wars sounds unrelated too. Maybe guild wars locks the render target. This is more or less broken in WineD3D at the moment, and horribly slow on radeon cards.
Stefan