Re: Current wine and HL2 family - well done!
--- Stefan Dösinger <[EMAIL PROTECTED]> wrote: > For half-life 2 I'd suggest back buffer for now > because nowadays it renders on > AUX buffers which is faster than the context switch > for pbuffers. Once fbos > work with that game they should be used. Thanks - backbuffer indeed works fine with HL2/CSS, and is faster than pbuffers. Setting hl2.exe to use that, but leaving fbo as the global setting seems to work nicely. ___ What kind of emailer are you? Find out today - get a free analysis of your email personality. Take the quiz at the Yahoo! Mail Championship. http://uk.rd.yahoo.com/evt=44106/*http://mail.yahoo.net/uk
Re: Current wine and HL2 family - well done!
Hello > Don't worry, I'm working on sRGB read and write support right now :D > > I'm not sure when it will be completed but you'll see something soon (next > few days / weeks) That's great news! Keep 'em comming ;-) -- Best regards Wojciech Arabczyk
Re: Current wine and HL2 family - well done!
Am Montag 05 März 2007 20:28 schrieb Wojciech 'arab' Arabczyk: > Hello > > > If changing the fsaa setting in hl2 changes anything that is just > > imagination - it doesn't do anything yet, the multisample setting is just > > ignored right now. > > I've not changed the FSAA setting trough the game options. I've forced it > on a lower level, that is on the graphics card driver level (using > nvidia-settings). So it's not _just_ my imagination. Yeah, that works of course :-) > > The main problem are sRGB read and write support(sort of gamma > > correction). > > I suppose it's the last real thing to make Source-engine based games look > perfect on Wine. Could i be of any help? I cannot program (a complete lack > of C/C++ skills, bumer :( ), but i can do some extensive patch testing. It is the biggest remaining visual problem as far as I can tell. There are other issues too, in the same way as arb with 80/81 isn't bug free yet. Phil Costin was working on sRGB, but his time is limited. I don't know the current state, but last I knew he was pretty close, but has some problems with things that could be driver bugs. pgplod57OoRzR.pgp Description: PGP signature
Re: Current wine and HL2 family - well done!
Am Montag 05 März 2007 20:14 schrieb Ken Thomases: > Is UseGLSL=enabled and -dxlevel 80 a meaningful combination that > produces better results? It should produce the same results as ARB and 80. (I know it doesn't work on the mac though. The mac falls back to sw rendering) pgpAhouItZvX0.pgp Description: PGP signature
Re: Current wine and HL2 family - well done!
Wojciech 'arab' Arabczyk wrote: > Hello > >> If changing the fsaa setting in hl2 changes anything that is just >> imagination - it doesn't do anything yet, the multisample setting is just >> ignored right now. > > I've not changed the FSAA setting trough the game options. I've forced it > on a lower level, that is on the graphics card driver level (using > nvidia-settings). So it's not _just_ my imagination. > >> The main problem are sRGB read and write support(sort of gamma >> correction). > > I suppose it's the last real thing to make Source-engine based games look > perfect on Wine. Could i be of any help? I cannot program (a complete lack > of C/C++ skills, bumer :( ), but i can do some extensive patch testing. > Don't worry, I'm working on sRGB read and write support right now :D I'm not sure when it will be completed but you'll see something soon (next few days / weeks) Regards, Phil.
Re: Current wine and HL2 family - well done!
Hello > If changing the fsaa setting in hl2 changes anything that is just > imagination - it doesn't do anything yet, the multisample setting is just > ignored right now. I've not changed the FSAA setting trough the game options. I've forced it on a lower level, that is on the graphics card driver level (using nvidia-settings). So it's not _just_ my imagination. > The main problem are sRGB read and write support(sort of gamma correction). I suppose it's the last real thing to make Source-engine based games look perfect on Wine. Could i be of any help? I cannot program (a complete lack of C/C++ skills, bumer :( ), but i can do some extensive patch testing. -- Best regards Wojciech Arabczyk
Re: Current wine and HL2 family - well done!
On Mar 5, 2007, at 12:00 PM, Stefan Dösinger wrote: Hi! I've made also the glsl test. The same problem is here - there is too much shine all over the game. Not only barrels and weapons, but also faces, dresses, walls.. It looks like covered by the oil film. There are also some strange shadow effects - like that the top of the hand is dark and the bottom is bright, like if the light would come from the ground. And all this is of course much slower, doing about 8 - 10 fps on 1024x768. But yes, the water is really perfect. So we turned glsl off again, it seems that it really still needs some work. With regards, Pavel Troller Well, the thing with glsl is that hl2 switches to dxlevel 90, and uses some more advanced d3d features. The main problem are sRGB read and write support(sort of gamma correction). The missing read support causes the overbright stuff, and the write support makes everything a bit darker. Is UseGLSL=enabled and -dxlevel 80 a meaningful combination that produces better results? -Ken
Re: Current wine and HL2 family - well done!
> Hi! > I've made also the glsl test. The same problem is here - there is too > much shine all over the game. Not only barrels and weapons, but also faces, > dresses, walls.. It looks like covered by the oil film. There are also some > strange shadow effects - like that the top of the hand is dark and the > bottom is bright, like if the light would come from the ground. And all > this is of course much slower, doing about 8 - 10 fps on 1024x768. > But yes, the water is really perfect. > So we turned glsl off again, it seems that it really still needs some > work. With regards, Pavel Troller Well, the thing with glsl is that hl2 switches to dxlevel 90, and uses some more advanced d3d features. The main problem are sRGB read and write support(sort of gamma correction). The missing read support causes the overbright stuff, and the write support makes everything a bit darker. In Episode one and Lost coast high dynamic range rendering is turned on too. This doesn't look correct either, and is much slower(on windows too). If changing the fsaa setting in hl2 changes anything that is just imagination - it doesn't do anything yet, the multisample setting is just ignored right now. pgpx2KPbAohwp.pgp Description: PGP signature
Re: Current wine and HL2 family - well done!
--- Stefan Dösinger <[EMAIL PROTECTED]> wrote: > Am Montag 05 März 2007 06:56 schrieb Pavel Troller: > > > > without an annoying graphics glitch causing > parts of > > > > > > skies to be > > > > > > > replaced with some bogus contents like white, > black, > > > > > > mirrors of a part of > > > > > > > ground etc. > > > > > > Are you finding no errors at all? In > Counter-Strike: > > > Source, when running in anything above DX7 mode, > on > > > the map "de_aztec", the screen is often > completely > > > black - it appears to be when looking at water. > > > > Hi! > > We just tried it and we can't reproduce your > problem. We were even going > > in the water itself and the display was smooth and > without any distortion. > > We set the DX9 mode in the game command line > (parameter -dxlevel 90). > > With regards, Pavel Troller > Keep in mind that for dxlevel 90 you have to enable > glsl. Otherwise it is > still dxlevel 80 > Could any of you test again with: OffscreenRenderingMode=fbo turned on? I just turned that off (so it defaulted to backbuffer), and the problem actually went away. I had this turned on because it seemed to with problems with other games though. Which offscreenrenderingmode should be giving the best performance/compatibility? ___ What kind of emailer are you? Find out today - get a free analysis of your email personality. Take the quiz at the Yahoo! Mail Championship. http://uk.rd.yahoo.com/evt=44106/*http://mail.yahoo.net/uk
Re: Current wine and HL2 family - well done!
Hello > We just tried it and we can't reproduce your problem. We were even going > in the water itself and the display was smooth and without any distortion. > We set the DX9 mode in the game command line (parameter -dxlevel 90). To say even more - with this new version all the random buffers that were displayed are finaly gone, so there's no more strange looking side effects on this map (especially at the bomb spot over at the ramp near the watter). I've also made a test using UseGLSL=enabled, and the water looks perfect, tho the barrels seem overly shiny - same goes for the weapons the player is holding. I think there may be a texture stage missisng, tho everything else seems almost perfect (and with 16xAA looks amazingly well, with not much of a speed impact at 800x600). -- Best regards Wojciech Arabczyk
Re: Current wine and HL2 family - well done!
> Hi > > > We just tried it and we can't reproduce your problem. We were even going > > in the water itself and the display was smooth and without any distortion. > > We set the DX9 mode in the game command line (parameter -dxlevel 90). > > To say even more - with this new version all the random buffers that were > displayed are finaly gone, so there's no more strange looking side effects on > this map (especially at the bomb spot over at the ramp near the watter). > > I've also made a test using "UseGLSL=enabled", and the water looks perfect, > tho the barrels seem overly shiny - same goes for the weapons the player is > holding. I think there may be a texture stage missisng, tho everything else > seems almost perfect (and with 16xAA looks amazingly well, with not much of a > speed impact at 800x600). > Hi! I've made also the glsl test. The same problem is here - there is too much shine all over the game. Not only barrels and weapons, but also faces, dresses, walls.. It looks like covered by the oil film. There are also some strange shadow effects - like that the top of the hand is dark and the bottom is bright, like if the light would come from the ground. And all this is of course much slower, doing about 8 - 10 fps on 1024x768. But yes, the water is really perfect. So we turned glsl off again, it seems that it really still needs some work. With regards, Pavel Troller
Re: Current wine and HL2 family - well done!
> Could any of you test again with: > OffscreenRenderingMode=fbo > turned on? fbos are broken with half life 2. It is broken because it uses a different depth stencil buffer size than the color buffer size. > I just turned that off (so it defaulted to > backbuffer), and the problem actually went away. I > had this turned on because it seemed to with problems > with other games though. Which offscreenrenderingmode > should be giving the best performance/compatibility? For half-life 2 I'd suggest back buffer for now because nowadays it renders on AUX buffers which is faster than the context switch for pbuffers. Once fbos work with that game they should be used. pgpjEjK7tdnjU.pgp Description: PGP signature
Re: Current wine and HL2 family - well done!
Hi > We just tried it and we can't reproduce your problem. We were even going > in the water itself and the display was smooth and without any distortion. > We set the DX9 mode in the game command line (parameter -dxlevel 90). To say even more - with this new version all the random buffers that were displayed are finaly gone, so there's no more strange looking side effects on this map (especially at the bomb spot over at the ramp near the watter). I've also made a test using "UseGLSL=enabled", and the water looks perfect, tho the barrels seem overly shiny - same goes for the weapons the player is holding. I think there may be a texture stage missisng, tho everything else seems almost perfect (and with 16xAA looks amazingly well, with not much of a speed impact at 800x600). -- Best regards Wojciech Arabczyk
Re: Current wine and HL2 family - well done!
Am Montag 05 März 2007 06:56 schrieb Pavel Troller: > > > without an annoying graphics glitch causing parts of > > > > skies to be > > > > > replaced with some bogus contents like white, black, > > > > mirrors of a part of > > > > > ground etc. > > > > Are you finding no errors at all? In Counter-Strike: > > Source, when running in anything above DX7 mode, on > > the map "de_aztec", the screen is often completely > > black - it appears to be when looking at water. > > Hi! > We just tried it and we can't reproduce your problem. We were even going > in the water itself and the display was smooth and without any distortion. > We set the DX9 mode in the game command line (parameter -dxlevel 90). > With regards, Pavel Troller Keep in mind that for dxlevel 90 you have to enable glsl. Otherwise it is still dxlevel 80 pgpHu3CImjG0w.pgp Description: PGP signature
Re: Current wine and HL2 family - well done!
> > without an annoying graphics glitch causing parts of > skies to be > > replaced with some bogus contents like white, black, > mirrors of a part of > > ground etc. > > Are you finding no errors at all? In Counter-Strike: > Source, when running in anything above DX7 mode, on > the map "de_aztec", the screen is often completely > black - it appears to be when looking at water. > Hi! We just tried it and we can't reproduce your problem. We were even going in the water itself and the display was smooth and without any distortion. We set the DX9 mode in the game command line (parameter -dxlevel 90). With regards, Pavel Troller
Current wine and HL2 family - well done!
> without an annoying graphics glitch causing parts of skies to be > replaced with some bogus contents like white, black, mirrors of a part of > ground etc. Are you finding no errors at all? In Counter-Strike: Source, when running in anything above DX7 mode, on the map "de_aztec", the screen is often completely black - it appears to be when looking at water. ___ Inbox full of unwanted email? Get leading protection and 1GB storage with All New Yahoo! Mail. http://uk.docs.yahoo.com/nowyoucan.html
Re: Current wine and HL2 family - well done!
Am Sonntag 04 März 2007 14:21 schrieb Pavel Troller: > Hi! > Normally I'm writing complaints here, so for a bit of compensation, I > would like to inform that yesterday's wine runs HL2 family of games for the > first time without an annoying graphics glitch causing parts of skies to be > replaced with some bogus contents like white, black, mirrors of a part of > ground etc. > So, many thanks to all the DirectX developers especially from my sons, > they are very pleased and wish you all the best, especially continuous > progress in wine development (a bit egocentric from them, but nice :-)) ). >With regards, Pavel Troller Yeah, finally no new regressions :-) The bug you describe used to happen because wine, by default, renders offscreen textures on the back buffer and then reads them back. Those parts of the back buffer touched by offscreen rendering that aren't redrawn will show the contents of the texture. It was possible to fix that by switching to pbuffer offscreen rendering before using a registry key. I modified the back buffer offscreen rendering to use GL_AUX0 if it is available, mainly to get better offscreen rendering on macos, which does not support glx pbuffers. The end idea is to use frame buffer objects. Support for that is there already, but it doesn't work with hl2 yet. pgpamuiM7sAM2.pgp Description: PGP signature
Current wine and HL2 family - well done!
Hi! Normally I'm writing complaints here, so for a bit of compensation, I would like to inform that yesterday's wine runs HL2 family of games for the first time without an annoying graphics glitch causing parts of skies to be replaced with some bogus contents like white, black, mirrors of a part of ground etc. So, many thanks to all the DirectX developers especially from my sons, they are very pleased and wish you all the best, especially continuous progress in wine development (a bit egocentric from them, but nice :-)) ). With regards, Pavel Troller