Fwd: Re: Half-Life 2 / Counter-Strike: Source under Wine
oliver_stieber at yahoo.co.uk
Mon Oct 31 10:52:31 CST 2005
--- Oliver Stieber <oliver_stieber at yahoo.co.uk> wrote:
> Date: Mon, 31 Oct 2005 15:00:43 +0000 (GMT)
> From: Oliver Stieber <oliver_stieber at yahoo.co.uk>
> Subject: Re: Half-Life 2 / Counter-Strike: Source under Wine
> To: James Liggett <jrliggett at cox.net>
> --- James Liggett <jrliggett at cox.net> wrote:
> > On Sun, 2005-10-30 at 11:34 -0600, Evil wrote:
> > > Thanks for the tip, James! Disabling all the debugging had a much
> > > bigger impact than I would have expected. I've included my observations
> > > and comments below, in hope that they might be of use to the devs
> > > working on DX.
> > Yeah, you wouldn't think turning off debugging messages would do much of
> > anything but it does. Don't ask me why though... :)
> > >
> > > The Counter-Strike: Source Video Stress Test is now giving me 15.74fps
> > > in 1024x768 windowed mode (vs. 24 in Cedega and 44 in Win98). It's a
> > > definite step in the right direction, but still a little too low to
> > > prevent you from getting shot by any newb. :) I get the same speed at
> > > lower resolutions, which indicates that I'm CPU-limited. I can believe
> > > that, since it's pegged-out the entire time I run the test.
> > Hmmm... I can usually get double that. My card isn't all that different
> > from yours (I have a Radeon 9800 pro) Personally I think it has more to
> > do with the speed of the code and yet to be implemented features. I can
> > imagine that since Oliver is still trying to stabilize things and
> > implement stuff, speed isn't yet the priority.
> I've got quite a few optimizations to check-in, but I don't think it's a good idea putting in
> optimizations that may break things until wined3d is stable enough that bugs in wined3d don't go
> on to break the optimizations.
> You may be limited on your bus speed, d3d8/wined3d aren't using AGP and they upload the vertex
> data for every frame.
> > >
> > > I get pretty much the same performance whether I am windowing the game
> > > by setting wine to emulate a desktop, or just passing -window to the
> > > hl2.exe (15.2fps).
> > >
> > > The odd thing to me is: I get the same speed when running in fullscreen
> > > mode. This is even the case if I used XRandR to set my desktop to the
> > > same resolution before starting Steam, so that I don't end up
> > > accidentally scrolling across my virtual desktop when I move the mouse
> > > down or to the right. Doing that is also a help because it stops my
> > > newsticker from drawing over the top of the game screen, but it seems to
> > > have no impact on performance.
> > >
> > > Do OpenGL applications typically perform the same in windowed mode as
> > > fullscreen mode? My experience programming with DirectX made me expect
> > > fullscreen to run faster since the video card only has to flip the
> > > backbuffer pointer instead of blitting from one chunk of memory to
> > > another. Of course, that all being handled by the video card, I suppose
> > > this too is probably just a side-effect of my CPU-limited speed.
> > I wouldn't think running a game in a window versus full-screen would
> > change much of anything. Then again, I'm no 3D expert either.
> > >
> > > Here are the parameters I'm feeding to CS:S by the way, in case anyone's
> > > interested: "-heapsize 512000 -fullscreen -width 1024 -height 768".
> > > I've tried passing "-dxlevel 70" to the hl2.exe, but don't see much if
> > > any performance difference. It is interesting to not that if you don't
> > > pass this parameter, you will see little white boxes indicating each
> > > light source. These boxes aren't clipped by any object.
> > >
> > > Passing "-dxlevel 80" causes the menu screen to come up completely
> > > white, making it unuseable. Forcing DirectX 8.1 or 9.0 has the same
> > > white-screen effect.
> > Try disabling pixel shaders in winecfg to get around that. They never
> > did work for me. I tried to use them yesterday with HL2 to get some
> > screenshots, and they froze my computer. If you're lucky enough to even
> > star a game using them, they mess things up anyway.
> I'm in the middle of fixing pixel shaders properly, so far I've checked in the code to parse and
> cross compile the pixel shaders, I just have to intergrate them with the drawing pipeline.
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