Quake III Arena - s

Tematy związane z oprogramowaniem, instalacją, konfiguracją
davitxx
Posty: 59
Rejestracja: 31 maja 2009, 20:01
Lokalizacja: £ód¼

Quake III Arena - słaba wydajność 3D - grafika sis

Post autor: davitxx »

Witam.
Problem jest taki, że gra bardzo klatkuje, ciężko się poruszać. Wydaje mi się, że grafika nie jest aż tak słaba.

Kod: Zaznacz cały

01:00.0 VGA compatible controller: Silicon Integrated Systems [SiS] 661/741/760 PCI/AGP or 662/761Gx PCIE VGA Display Adapter (rev 03)

Kod: Zaznacz cały

blackbox:/home/davitxx/Downloads# ioquake3
ioq3 1.36 linux-x86_64 Apr 12 2009
----- FS_Startup -----
Current search path:
/root/.q3a/baseq3
./baseq3/pak8.pk3 (9 files)
./baseq3/pak7.pk3 (4 files)
./baseq3/pak6.pk3 (64 files)
./baseq3/pak5.pk3 (7 files)
./baseq3/pak4.pk3 (272 files)
./baseq3/pak3.pk3 (4 files)
./baseq3/pak2.pk3 (148 files)
./baseq3/pak1.pk3 (26 files)
./baseq3/pak0.pk3 (3539 files)
./baseq3

----------------------
4073 files in pk3 files
execing default.cfg
couldn't exec q3config.cfg
couldn't exec autoexec.cfg
Hunk_Clear: reset the hunk ok
----- Client Initialization -----
Couldn't read q3history.
Your network rate is too slow for VoIP.
Set 'Data Rate' to 'LAN/Cable/xDSL' in 'Setup/System/Network' and restart.
Until then, VoIP is disabled.
----- Initializing Renderer ----
-------------------------------
QKEY found.
----- Client Initialization Complete -----
----- R_Init -----
SDL using driver "x11"
Initializing OpenGL display
Estimated display aspect: 1.333
...setting mode 3: 640 480
Using 8/8/8 Color bits, 24 depth, 8 stencil display.
Available modes: '1024x768 640x480 800x600'
GL_RENDERER: Software Rasterizer
Initializing OpenGL extensions
...GL_EXT_texture_compression_s3tc not found
...GL_S3_s3tc not found
...using GL_EXT_texture_env_add
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
...GL_EXT_texture_filter_anisotropic not found

GL_VENDOR: Mesa Project
GL_RENDERER: Software Rasterizer
GL_VERSION: 2.1 Mesa 7.6.1
GL_EXTENSIONS: GL_ARB_copy_buffer GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shading_language_120 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_logic_op GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_convolution GL_EXT_copy_texture GL_EXT_depth_bounds_test GL_EXT_draw_range_elements GL_EXT_framebuffer_object GL_EXT_framebuffer_blit GL_EXT_fog_coord GL_EXT_gpu_program_parameters GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_paletted_texture GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_shared_texture_palette GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texture GL_EXT_texture3D GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_3DFX_texture_compression_FXT1 GL_APPLE_packed_pixels GL_APPLE_vertex_array_object GL_ATI_blend_equation_separate GL_ATI_envmap_bumpmap GL_ATI_texture_env_combine3 GL_ATI_texture_mirror_once GL_ATI_fragment_shader GL_ATI_separate_stencil GL_IBM_multimode_draw_arrays GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_INGR_blend_func_separate GL_MESA_pack_invert GL_MESA_resize_buffers GL_MESA_texture_array GL_MESA_ycbcr_texture GL_MESA_window_pos GL_NV_blend_square GL_NV_fragment_program GL_NV_light_max_exponent GL_NV_point_sprite GL_NV_texture_env_combine4 GL_NV_texture_rectangle GL_NV_texgen_reflection GL_NV_vertex_program GL_NV_vertex_program1_1 GL_OES_read_format GL_SGI_color_matrix GL_SGI_color_table GL_SGI_texture_color_table GL_SGIS_generate_mipmap GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays
GL_MAX_TEXTURE_SIZE: 4096
GL_MAX_TEXTURE_UNITS_ARB: 8

PIXELFORMAT: color(24-bits) Z(24-bit) stencil(8-bits)
MODE: 3, 640 x 480 fullscreen hz:N/A
GAMMA: hardware w/ 0 overbright bits
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 1
texture bits: 0
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: disabled
Initializing Shaders
----- finished R_Init -----
------ Initializing Sound ------
Loading "libopenal.so.0"...
Failed to load library: "libopenal.so.0".
SDL_Init( SDL_INIT_AUDIO )... OK
SDL audio driver is "alsa".
SDL_AudioSpec:
  Format:   AUDIO_S16LSB
  Freq:     22050
  Samples:  470
  Channels: 2
Starting SDL audio callback...
SDL audio initialized.
----- Sound Info -----
    1 stereo
16384 samples
   16 samplebits
    1 submission_chunk
22050 speed
0x37cc470 dma buffer
No background file.
----------------------
Sound initialization successful.
--------------------------------
Sound memory manager started
Loading vm file vm/ui.qvm...
total 0, hsize 1021, zero 1021, min 0, max 0
total 7862, hsize 1021, zero 10, min 0, max 25
VM file ui compiled to 2574196 bytes of code (0x7f359d817000 - 0x7f359da8b774)
compilation took 1.635780 seconds
ui loaded in 1368576 bytes on the hunk
35 arenas parsed
32 bots parsed
--- Common Initialization Complete ---
IP: 127.0.0.1
IP: 192.168.100.3
IP6: ::1
IP6: fe80::230:5ff:fec1:58be%eth0
Opening IP6 socket: [::]:27960
Opening IP socket: 0.0.0.0:27960
----- CL_Shutdown -----
Closing SDL audio device...
SDL audio device shut down.
RE_Shutdown( 1 )
-----------------------
blackbox:/home/davitxx/Downloads# 

Kod: Zaznacz cały

blackbox:/home/davitxx/Downloads# glxinfo | grep direct
direct rendering: Yes

Kod: Zaznacz cały

blackbox:/home/davitxx/Downloads# glxinfo | grep Mesa
client glx vendor string: Mesa Project and SGI
OpenGL vendor string: Mesa Project
OpenGL version string: 2.1 Mesa 7.6.1
Awatar użytkownika
hexabit
Posty: 4
Rejestracja: 07 września 2009, 20:50
Lokalizacja: gdynia, poznań

Post autor: hexabit »

Sprawdź następujące komendy w konsoli quake3:

Kod: Zaznacz cały

/cg_drawfps 1 
(wyświetla ilość klatek na sekundę).

Kod: Zaznacz cały

/com_maxfps 125
(ogranicza ilość klatek na sekundę - ustaw np. 125).

W menu -> setup -> video sprawdź, czy masz włączoną synchronizację pionową, jeśli tak
- to wyłącz.

Napisz wyniki.
szydl0
Posty: 50
Rejestracja: 28 października 2008, 11:03

Post autor: szydl0 »

Obawiam się, iż jednak jest za słaba, układy sis nigdy nie grzeszyły wydajmością, ponadto na wiki znalazłem dość niepokojącą informacje:
Some cards contain a 3D graphics accelerator but it is only functional with the SiS's Proprietary Windows-only driver [1] (the company does not provide [2] documentation for others to write drivers). However the Linux kernel includes a working third party driver that, while not supporting 3D gaming, makes the cards usable under Linux.
Możesz spróbować szczęścia pod windowsem, ewentualnie wypróbuj komende w konsoli Q3:

Kod: Zaznacz cały

r_picmip 9
Ekstremalnie rozmazuje tekstury, chociaż dla mnie granie z czymś takim to przesada.
ODPOWIEDZ