[Bug 11674] Dual-core unsupported in WoW and SC2

wine-bugs at winehq.org wine-bugs at winehq.org
Tue Dec 4 04:10:54 CST 2012


http://bugs.winehq.org/show_bug.cgi?id=11674

Stefan Dösinger <stefan at codeweavers.com> changed:

           What    |Removed                     |Added
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                 CC|                            |stefan at codeweavers.com

--- Comment #260 from Stefan Dösinger <stefan at codeweavers.com> 2012-12-04 04:10:54 CST ---
You mostly noticed this already, but you really have to use WINEDEBUG=-all for
benchmarking and playing.

Wine calls glGetError() after every opengl call to report any possible error
through ERRs. If you use WINEDEBUG=-all wined3d knows that you won't see those
messages and doesn't bother calling glGetError or glCheckFramebufferStatus.

Redirecting stderr to /dev/null has the same effect. Ideally this happens when
you launch a game via start menu entries, but in some situations output is
redirected to ~/.xsession-errors in that case.

I did some testing myself with Nvidia's threaded optimizations. It seems to be
an improvement for apps that just use state changes and draws. My impression is
that it doesn't handle buffer uploads properly, and most modern games use
dynamic vertex buffers heavily. You may get some performance improvements by
commenting out the GL_ARB_map_buffer_range extension in dlls/wined3d/directx.c
and maybe GL_ARB_vertex_buffer_object and GL_ARB_pixel_buffer_object as well.
This might help in older apps(which run fast enough anyways), in newer apps it
seems that there's just too much geometry data to get decent performance
without buffer objects.

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