.
#3527 posted by therektafire on 2018/08/13 07:03:49
Hm, I had an Intel graphics driver update the other day and installed it, or at least it supposedly installed... maybe it is a crappy HP custom one, I'll try to find the latest generic version for the hd 600 and try again
Still Didn't Work :(
I just ran the update for the latest intel hd 600 update on August 9 (https://downloadcenter.intel.com/download/27894/Intel-Graphics-Driver-for-Windows-10?product=126787) and it still won't run :( I mean I know my laptop is pretty low spec but don't tell me it won't run a game from over 20 years ago... GZDoom will run but QS won't, great. I guess I'll have to use FTE or something for the time being, unless QSS is still being updated?
Update
So I might have discovered part of the problem on accident. I was trying to compile what I had done on my underwater jam map (which I wasn't able to complete by the deadline unfortunately) and I somehow managed to give the wrong wad path so qbsp wasn't able to texture my map and to my surprise, my untextured map loaded :O BUT when I tried to go to another map it crashed. So it is something to do with the textures, I'm not sure if the gou doesn't have enough vram (that would be my first guess though honestly I would be surprised if that's the case given how old quake is and the low res textures typically involved) or the way they are rendered or what, but it definitely has something to do with that
@therektafire
#3530 posted by Mugwump on 2018/08/13 16:32:07
unless QSS is still being updated?
Yes it is. Latest version (r10) is following the changes made to QS 0.93.1. But if your laptop is too old your framerate will be loooooow: I installed both engines on a Dell Inspiron 9400 (Core2Duo T5500, 2Gb RAM, ATI Mobility Radeon X1400) and QSS is pretty much a slideshow while QS runs fine.
That's Annoying.
#3531 posted by ericw on 2018/08/13 18:25:52
Couple more debugging ideas:
- could you check the QS console output again to confirm the GL_VERSION, just want to confirm it's the 24.20 driver that is still crashing.
- Launch with -noglsl to switch back to the GL1 rendering code. By default it will use OpenGL 2 if available.
QSS will probably behave the same because the renderer is mostly identical to Quakespasm. ( @Mugwump if QSS is slower it's probably because a mod like AD is using the hd particles. )
@ericw
#3532 posted by Mugwump on 2018/08/13 18:46:21
Yes, the framerate drop is quite drastic in AD, but I also noticed a lesser difference in non-AD maps.
It Does Work With -noglsl
But now the mouse pops up on the screen after a couple of seconds in fullscreen mode which is *really* annoying because it causes the window to minimize :/ I'll try QSS to see if that helps but I'm not holding out any hopes.
Also the laptop isn't old per se but rather new and cheap so it has some less than stellar specs, but the gpu does have opengl 4.5, DX12, and vulkan 1.0 support so I don't get why QS would be crashing with GLSL enabled since it should be supported? Also Mark V works without any console fiddling if that helps
:(
Spiked gave same result, only works with -noglsl but in -noglsl the mouse stays above the window and clicks out of it. I wish I could tell you what exactly is going wrong with the GLSL rendering that is causing the crash but I'm not sure how to get that information particularly.
FTE And Mark V Work Though
FTE and Mark V both work with OpenGL though, trying to use vulkan in FTE caused it to have a freaking seizure which is more or less what I expected would happen if I tried to run a game with vulkan on here LOL, it just isn't good enough for that even if it has it. I also apparently get over 400FPS in FTE with the vanilla/"spasm" graphics settings which is always good. So maybe I'll switch to FTE for the time being until QS gets its crap together with the GL renderer.
#3536 posted by Baker on 2018/08/14 00:25:17
until QS gets its crap together with the GL renderer
You might consider that ericw does what he does for free and that engine development is hard and involves many combinations of operating systems, graphics cards and equipment.
@ericw - I have Mark V log the command line in the log. That way if someone posts the log, you don't have to ask what command line they are using.
well, ok, what I meant by that was "until ericw can find the problem and it gets fixed". Like I said if I could figure out what the problem was exactly I would give more helpful info but he is probably in a much better position to do that than I am since he is the one developing it. I guess the best advice I could give is buy a cheap crappy $300 or under laptop like the one I have with intel HD 600 or similar GPU and profile it and see what part of the renderer is causing it to get angry, the one I have in particular is this one
https://support.hp.com/us-en/document/c05987723
#3537
Translation:
"I'm having an issue running a 20+ year old game on my laptop! Go spend hundreds of dollars tracking down an esoteric issue I can solve by using other software."
This makes zero sense to me. It's good to ask for help, but to suggest that Eric spend hundreds of dollars to help you out is pretty wacky!
#3539 posted by Baker on 2018/08/14 02:11:50
As engine developer, if my engine didn't run on a popular computer running a popular operating system using a popular graphics card I'd be irritated. But "we cannot safely draw that conclusion yet".
All that is seen so far is someone appearing to have an issue exclusive in the universe to their computer (but it might not be -- re:poorchop + Mark V).
Whether or not the suggestions by individual having a problem are feasible, there is still a problem.
And so goes engine coding. Which is why engine coding is hard. Engine coding is being the frontline for unwanted situations/knowledge. And you are always better to know about them!
Laptops
I have a laptop with Intel graphics. Actually I have 2. They both run Mark V and QS fine. The only issue is that the 4k laptop is a bit choppy.
@dumptruck
I see, what model of intel hd is it? And is it "HD" or "UHD", mine is a "UHD" 600. Also maybe you should try lowering the resolution of the game to increase the FPS, playing quake in 4K doesn't really make much sense especially on a weak gpu, my max res for quake would be 1080p personally
#3542 posted by mh on 2018/08/14 07:22:49
I've one with an Intel UHD 620.
It easily hits over 1000 fps in ID1 timedemos.
It plays Doom 3 at over 60 fps.
It runs QS and other engines flawlessly.
So I guess you need to give more info about what you're doing to cause QS to have a meltdown. You mentioned something about a map you're making - is your problem confined to that map only? Can you run other content? Can you share the map (or a minimal example that reproduces the problem)? Single-stepping the texture loader in a debugger seems a good place to start, based on other info you've provided. This is going to be something like a 0-sized texture causing a code path to trip over itself.
#3543 posted by @mh on 2018/08/14 08:51:56
It isn't occurring with the map technically. Basically what happened with my map is that I accidentally compiled it without textures and it loaded up fine. But when I compile it with the textures it crashes. BUT it doesn't just crash on MY map, it crashes on EVERY one, even vanilla id1. It also won't load the demos on the start screen either. But FTE and Mark V both work fine with all the maps I have including id1 (in opengl mode anyway, FTE doesn't have such a fun time with Vulkan let's just say that :D). So it's a Quakespasm specific problem that is effecting every map. What debugger would you recommend I use to check it? The only debugger-Like program I've ever tried to use on games is Cheat Engine and it wasn't for actually debugging things hehe.
#3543
#3544 posted by mh on 2018/08/14 11:22:19
I'm suggesting that the Quakespasm developers could debug it, not you, but from the extra info you've provided it does seem a larger problem with your setup for sure - crashing on vanilla ID1 maps is not a good sign.
#3545 posted by :( on 2018/08/14 12:11:27
Hm I'm not sure what it could be. My drivers are up to date and it only happens in quakespasm in particular. It can handle other ports and even other games just fine, I've just started playing Eve Online recently and it is at least playable albeit with almost everything on low settings. So not sure what is going on there since everything else works as expected. What do you think it could be?
#3545
#3546 posted by mh on 2018/08/14 15:42:14
OpenGL vs Direct3D - most games don't use OpenGL.
A suggestion: try a totally fresh, vanilla Quake installation, with unmodified PAK0.PAK and PAK1.PAK, and nothing else.
I'm not suggesting this as a solution, it's a troubleshooting step - just trying to carve up the problem and see where the cause might be.
#3547 posted by mh on 2018/08/14 15:43:36
I have a sneaky suspicion that you've managed to get a bad opengl32.dll into your Quake folder is what I'm saying.
@therektafire
#3548 posted by ericw on 2018/08/14 18:53:05
A suggestion: try a totally fresh, vanilla Quake installation, with unmodified PAK0.PAK and PAK1.PAK, and nothing else.
This would be helpful, and if you don't mind, please post the console log again as I'd like to confirm what driver version the engine is picking up (iirc I've seen intel driver installs seem to work and then not actually end up being used.)
We did have report of corrupted textures in July with:
GL_RENDERER: Intel(R) HD Graphics 530
GL_VERSION: 4.4.0 - Build 20.19.15.4549
http://celephais.net/board/view_thread.php?id=60452&start=3466&end=3471
Unfortunately the only Intel graphics I have handy is HD4400 which runs a a different driver, and the latest drivers work fine for ne,
Console Log
LOG started on: 08/14/2018 15:25:00
Playing registered version.
Console initialized.
UDP Initialized
WIPX_OpenSocket: Address family not supported by protocol family
WIPX_Init: Unable to open control socket, IPX disabled
Exe: 16:04:16 Jun 6 2018
256.0 megabyte heap
Video mode 640x480x24 60Hz (24-bit z-buffer, 0x FSAA) initialized
GL_VENDOR: Intel
GL_RENDERER: Intel(R) UHD Graphics 600
GL_VERSION: 4.5.0 - Build 24.20.100.6229
FOUND: ARB_vertex_buffer_object
FOUND: ARB_multitexture
GL_MAX_TEXTURE_UNITS: 8
FOUND: ARB_texture_env_combine
FOUND: ARB_texture_env_add
FOUND: SDL_GL_SetSwapInterval
FOUND: EXT_texture_filter_anisotropic
FOUND: ARB_texture_non_power_of_two
FOUND: GLSL
Intel Display Adapter detected, enabling gl_clear
Sound Initialization
SDL audio spec : 44100 Hz, 1024 samples, 2 channels
SDL audio driver: directsound - Speaker/Headphone (Realtek High Definition Audio), 65536 bytes buffer
Audio: 16 bit, stereo, 44100 Hz
CDAudio disabled at compile time
========= Quake Initialized =========
execing quake.rc
execing default.cfg
execing config.cfg
couldn't exec autoexec.cfg
3 demo(s) in loop
FITZQUAKE 0.85 SERVER (51103 CRC)
Introduction
Using protocol 666
Couldn't find a cdrip for track 4
=====================================================
The same thing happens with a fresh quakespasm install and a fresh copy of the paks, it launches but the demos don't load and it crashes when I try to start a new game. And it would indeed appear the 24.20.100.6229 drivers are being used. So it isn't that unless there is something wrong with the drivers themselves in which case I don't think I can do anything about that...
Putting -noglsl Works Though
Running it with -noglsl does work though, so I guess all this bickering is for nothing :D But when I do -noglsl the mouse is stuck on top of the window which causes the game to lose focus and minimize itself whenever I click, this behavior was the exact same on 0.93 as it is on 0.93.1 and I actually pointed it out yesterday as well. But, why would I need to put -noglsl when the card has GLSL and other engines accept it? Ugh.
Thanks For The Confirmation
#3551 posted by ericw on 2018/08/15 05:03:45
It does sound like a driver bug to me.
If anyone else has an Intel laptop that is compatible with this latest driver, it would be interesting to hear if you can reproduce the crash:
https://downloadcenter.intel.com/download/27894/Intel-Graphics-Driver-for-Windows-10?product=80939
(there's a long list of supported model numbers there, includes HD Graphics 500 and 600)
But when I do -noglsl the mouse is stuck on top of the window which causes the game to lose focus and minimize itself whenever I click, this behavior was the exact same on 0.93 as it is on 0.93.1 and I actually pointed it out yesterday as well.
I have no idea how switching the rendering code path could trigger this. :(
btw another engine worth trying is vkQuake:
https://github.com/Novum/vkQuake/releases
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