[Bug 12453] Bad performance in Source based games

wine-bugs at winehq.org wine-bugs at winehq.org
Fri May 22 00:37:10 CDT 2009


http://bugs.winehq.org/show_bug.cgi?id=12453


Nicolas "kleph" Laurenti <kleph at kleph.info> changed:

           What    |Removed                     |Added
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                 CC|                            |kleph at kleph.info

Finite <finite999 at hotmail.com> changed:

           What    |Removed                     |Added
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                 CC|                            |finite999 at hotmail.com




--- Comment #30 from Paul "TBBle" Hampson <Paul.Hampson at Pobox.com>  2009-05-13 05:03:41 ---
Looking at Left4Dead's activity, the main culprit for 'Downloading rgb texture
to reload it as srgb' appears to be a texture that matches the window size,
reloaded every frame, and with WINED3DUSAGE_RENDERTARGET set.

This suggests to my limited understanding that they're rendering the whole
scene out in RGB to a texture, and then redrawing it to the screen in SRGB,
which is why this bug has such a large effect on framerate.

--- Comment #31 from Paul "TBBle" Hampson <Paul.Hampson at Pobox.com>  2009-05-13 05:08:51 ---
Created an attachment (id=21072)
 --> (http://bugs.winehq.org/attachment.cgi?id=21072)
Disable SRGB-sampler-tate-triggered texture reloads, against 1.1.21

Here's a hack patch against 1.1.21 or so which should bypass attempts to reload
an RGB texture as an SRGB texture or vice-versa.

Depending on how the texture was first uploaded, it'll either be too bright
(trying to reload RGB as SRGB) or too dark (trying to reload SRGB as RGB).

This patch makes Left4Dead noticeably brighter, and noticeably faster.

--- Comment #32 from Tobias Jakobi <liquid.acid at gmx.net>  2009-05-13 05:52:07 ---
I also noticed that. L4D seems to always use a full scene post-processing
effect.

On my old Geforce FX 5900 I only get a screen filled with solid color because
of this bug:
http://bugs.winehq.org/show_bug.cgi?id=14762

So basically L4D renders the scene to a NP2 texture with screen dimensions,
then applies various effects (like blood stains) and blits the texture to
screen.

--- Comment #33 from Paul "TBBle" Hampson <Paul.Hampson at Pobox.com>  2009-05-14 08:30:27 ---
(In reply to comment #31)
> Created an attachment (id=21072)
 --> (http://bugs.winehq.org/attachment.cgi?id=21072) [details]
> Disable SRGB-sampler-tate-triggered texture reloads, against 1.1.21

> This patch makes Left4Dead noticeably brighter, and noticeably faster.

Note that it turns Warhammer Online completely black, so it's probably not a
correct hack.

--- Comment #34 from Nicolas "kleph" Laurenti <kleph at kleph.info>  2009-05-16 07:44:43 ---
(In reply to comment #33)
> (In reply to comment #31)
> > Created an attachment (id=21072)
 --> (http://bugs.winehq.org/attachment.cgi?id=21072) [details] [details]
> > Disable SRGB-sampler-tate-triggered texture reloads, against 1.1.21
> 
> > This patch makes Left4Dead noticeably brighter, and noticeably faster.
> 
> Note that it turns Warhammer Online completely black, so it's probably not a
> correct hack.

Warhammer Online is still working here with this patch.

The patch had the expected results on L4D, but I did not notice improvement in
Warhammer framerate.

Maybe the patch does help but my config is just a little short: 
Athlon XP 2800+
2 Gb of RAM
Geforce 68000 /128Mb of VRAM (with the latest nvidia drivers (180.51)

--- Comment #35 from Finite <finite999 at hotmail.com>  2009-05-22 00:35:45 ---
(In reply to comment #31)
> Created an attachment (id=21072)
 --> (http://bugs.winehq.org/attachment.cgi?id=21072) [details]
> Disable SRGB-sampler-tate-triggered texture reloads, against 1.1.21
> 
> Here's a hack patch against 1.1.21 or so which should bypass attempts to reload
> an RGB texture as an SRGB texture or vice-versa.
> 
> Depending on how the texture was first uploaded, it'll either be too bright
> (trying to reload RGB as SRGB) or too dark (trying to reload SRGB as RGB).
> 
> This patch makes Left4Dead noticeably brighter, and noticeably faster.

This patch works perfectly for Left4Dead single player. However in multiplayer
the flashlight no longer works (no projected light effect at all, only the
"glow" on the gun is visible). I guess the engine must use different shaders
for this effect for online play, and something about this patch breaks that.

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