#1241 posted by Baker on 2014/09/29 14:16:48
I had tried that. It doesn't work :(
2011 Macbook Pro running Mavericks - ATI Radeon 6490M
I have GL_ARB_multisample in the list of extensions available.
#1242 posted by szo on 2014/09/29 15:18:23
I had tried that. It doesn't work :(
2011 Macbook Pro running Mavericks - ATI Radeon 6490M
I have GL_ARB_multisample in the list of extensions available.
Might be an SDL issue. Does the SDL2 version behave the same for you?
(See the latest builds at http://quakespasm.sf.net/devel/?C=M;O=D )
#1243 posted by Baker on 2014/09/29 15:31:46
I was using the SDL 2 build, 1068.
#1244 posted by szo on 2014/09/29 15:54:04
I was using the SDL 2 build, 1068.
The latest is 1071, but it won't make a difference wrt FSAA.
FWIW, my situation is similar, both with SDL1.2 and SDL2: It reports that the multisample window creation succeeded but the jaggies are there, so no fsaa for me either.
Eric? Kristian?
Hmm
#1245 posted by ericw on 2014/09/29 17:33:12
-fsaa works on both SDL and SDL2 builds work on both of my macs (2009 macbook w/ nvidia 9400m, 2012 retina MBP w/ nvidia 650gt).
Try with "-bpp 32" - according to this post, "FSAA only works with a 24 Bit depth buffer on ATI cards" http://www.gamedev.net/topic/382035-sdl-and-multisampling-aa-does-not-work/#entry3526799
What does the "video mode (...) initialized" line in the console look like?
#1246 posted by Baker on 2014/09/29 17:56:20
Adding -bpp 32 didn't work ("-bpp 32 -fsaa 8"). Still have the jaggies. I use E1M1 as the test map.
I don't have a "video mode" line in the console when I scroll up.
#1247 posted by ericw on 2014/09/29 18:05:57
Ok, thanks for trying that.
Hm, really no "video mode" line? the top of the console should look like:
UDP Initialized
Exe: 21:43:21 Sep 28 2014
250.0 megabyte heap
Video mode 1920x1080x32 (24-bit z-buffer, 0x FSAA) initialized
FOUND: ARB_vertex_buffer_object
FOUND: ARB_multitexture
GL_MAX_TEXTURE_UNITS: 8
...
It should also print it if you do vid_restart. I'm just wondering what the "(24-bit z-buffer, 0x FSAA)" part is for you. I guess we'll have to put in more debugging logging, though it seems like an sdl bug atm.
#1248 posted by Baker on 2014/09/30 04:14:01
It doesn't print the 24 buffer 0x FSAA.
Just "Video mode 1440x900x32 initialized"
Ah
#1249 posted by ericw on 2014/09/30 04:24:11
That must be an old version of QS without FSAA or 24-bit depth-buffer support, then. Try szo's r1071 build from here? http://quakespasm.sourceforge.net/devel/
#1250 posted by Baker on 2014/09/30 06:35:43
It works now.
Settings For 144hz Monitor?
#1251 posted by DaZ on 2014/09/30 22:10:37
I am unsure how to setup QuakeSpasm (or any Quake engine I guess) to run on a 144hz monitor.
Currently I am using vsync off with a host_maxfps of 144. I can't see any setting in Quakespasm to set a refresh rate of 144hz but it appears the monitor defaults to that already. Negke mentioned that changing host_maxfps might do weird things to the Quake physics so I'm wondering if there is another setting I need to change to set the max fps to 144 to get the benefit of the screen and no image tearing or input lag from vsync on.
#1252 posted by Spiney on 2014/09/30 22:23:57
What monitor if I might ask? I've been wanting to get one of those 144hz 'lightboost' monitors.
Good Question
#1253 posted by ericw on 2014/09/30 23:00:24
AFAIK the only controls you have in Quakespasm are host_maxfps, and vsync on/off. And negke is right, changing host_maxfps from 72 is probably a bad idea, physics goes nuts (you bounce on lifts, for one). So without messing up physics, currently you're stuck at 72fps.
There is some stuff on inside3d about doing framerate independent physics, IIRC, MH implemented it in RMQEngine and maybe DirectQ. So maybe we could implement that in a future QS release.
How does the default host_maxfps 72 look, with vsync on and off?
#1254 posted by metlslime on 2014/09/30 23:20:18
vid_refreshrate doesn't exist anymore? Is it because SDL doesn't support it?
#1255 posted by ericw on 2014/09/30 23:33:48
There's no vid_refreshrate in QS, it looks like SDL1 didn't support specifying a refresh rate.
SDL2 does support asking for a specific refresh rate, so we could probably add it back in.
I'm not sure what the current behaviour is actually, suppose your desktop resolution is 1920x1080 @ 144Hz, and you launch QS in fullscreen mode at 1920x1080. I'd assume SDL would use the desktop refresh rate and not bother changing it to 60Hz or something.
Maybe you can check that Daz, if there's an info button on your monitor that shows the current refresh rate in the on-screen-display?
Jumping Up Stairs?
#1256 posted by Blarget2 on 2014/09/30 23:39:29
Was that not an original quake physics behaviour? Why cant i easily jump up stairs like in darkplaces or quake 2/3. It would be very helpful as an option at-least.
Tests
#1257 posted by DaZ on 2014/10/01 03:24:29
Spiney : http://www.amazon.co.uk/gp/product/B00B19T7QC/ref=oh_aui_detailpage_o00_s00?ie=UTF8&psc=1 I am very happy with it!
ericw : The monitor stays in 144hz mode with vsync on/off with host_maxfps 72. There is a very noticeable jump in smoothness when you set host_maxfps to 144 which is why I wanted to ask about this :)
Thanks for the info!
72 Fps
#1258 posted by Baker on 2014/10/01 05:45:57
Quake's physics and QuakeC expect 72 fps as a server, and single player is both client and server.
Jerky lifts, killer elevators, ...
More Bugs
#1259 posted by ranger on 2014/10/02 00:31:54
BUGS
-
There is a lot of lag in big/complex maps
like in scourge of armagon & Airquake
Some textures can be seen through at far distances like in e1m1
Moving models and those with an attached model are very jittery when moving (the tanks in Airquake)
Which Exact Build Are You Using?
#1260 posted by ericw on 2014/10/02 01:27:02
Can you reproduce with the latest one from http://quakespasm.sf.net/devel ? Try a clear config (delete/move your id1/config.cfg).
Scourge of armagon being laggy suggests software rendering, what are the first 3 lines of output from entering "gl_info" in the console?
Can you post a screenshot of the seethrough textures in e1m1?
Blarget2
#1261 posted by necros on 2014/10/02 01:58:09
jumping up stairs is a darkplaces change.
#1262 posted by Lunaran on 2014/10/02 04:04:35
^ and one that doesn't come without its own knockon effects, like increasing the effective jump height to 64 units from 48.
Zerst�rer Cutscenes Camera Weirdness
#1263 posted by Pekka on 2014/10/02 11:56:25
In light of the map jam 3 theme, I decided to play Zerst�rer using a recent svn version of Quakespasm. I also tried it with the version that you can install from Ubuntu package manager. I downloaded the Zerst�rer package from Quaddicted. (I had to rename the file names to lower case.)
I found out that the cutscenes didn't work quite as intended with either version of QS.
The first cutscene (with the pit trap) had very noticeably jumpy camera movements at some sections. The end cutscene had the camera zoom off to the void before the conclusion and show mostly black.
There is a play-through video on YT for the maps you can watch for comparison (I think it's with Darkplaces), but I think it's quite obvious without them if you get similar results. Please try to replicate, or suggest config settings that might help (if any).
The maps with these two cutscenes are episode 2 and the end map.
RE: Zerst�rer
#1264 posted by szo on 2014/10/02 12:39:12
If you are on windows, can you compare against fitzquake-0.85 so that we can understand the source of the issues, fitz or us.
Speaking From Memory
The ending cutscene is a Fitz problem definitely.
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