yeah, i have it at 16 bit. sorry, i forgot to mention that.

----- Original Message -----
From: "Marc Reichman" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, July 09, 2002 11:45 PM
Subject: Re: [Xmame] more xmame.xgl questions


> that stuff shouldn't be a problem, i found a major speed decrease when i
> run X in 32 bit. try running X in 16..
>
> maybe the GL driver could have a color depth option? that way the speed
> decrease of 32 bit would only be there for > 16bit games (of which there
> arent many.)
> -marc
>
>
> On  0, sam <[EMAIL PROTECTED]> wrote:
> > if it's useful to anyone, i do believe i've solved by hard lockups (with
looping sound) when using xmame.xgl.  or at least, i replaced my ancient ecs
motherboard and the problems went away (so far).
> >
> > however, having that out of the way, i've been trying to tweak xmame.xgl
and wondered if anyone had anyideas.
> >
> > i have an athlon 800 mhz and a geforce mx 420.
> >
> > as, an example, i get 60/60 framerate when i run marvel super heroes vs.
street fighter with xmame.x11 but a frameskip of one or two when i run
xmame.xgl.
> >
> > i've tried a bunch of stuff, like using the agpart driver, latest nvidia
drivers, latest GLU libs, and probably other things.
> >
> > i'm running with -noglaa
> >
> > if anyone has any other ideas that would be great, or if someone would
just tell me that i should expect overhead with xmame.xgl.
> >
> > the only specific question i have is this: when it loads Glmame, the
following message prints:
> >
> > GLINFO: cannot access GLX librarly libglx.so directly...
> >
> > then the other libraries sucesfully load.
> >
> > is that normal? or should i be doing something else.
>
> --
>
> -marc
> v1.2a r TW 0/0/ FD 1- 0 Animals 3 0 10.3% <19oct99>
>
> _______________________________________________
> Xmame mailing list
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