--- Oliver Stieber <[EMAIL PROTECTED]> wrote: > Date: Mon, 31 Oct 2005 15:00:43 +0000 (GMT) > From: Oliver Stieber <[EMAIL PROTECTED]> > Subject: Re: Half-Life 2 / Counter-Strike: Source under Wine > To: James Liggett <[EMAIL PROTECTED]> > > > --- James Liggett <[EMAIL PROTECTED]> 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. > > > > > > ___________________________________________________________ > Yahoo! Messenger - NEW crystal clear PC to PC calling worldwide with voicemail > http://uk.messenger.yahoo.com >
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