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Re: 1.3.06 Beta release

Posted: Thu Oct 29, 2009 1:28
by Gez
BlazingPhoenix wrote:..and I forgot how to post my system specs. >_<
But I do know my card is in the ATI Radeon X1300/X1550 series
If you start GZDoom with a logfile, you'll get some of them. For full 3D specs info, use a software such as GPU caps viewer. It is better than simply looking at what chipset you have and looking at the specs online, because many important things are driver-dependent.
Also, if you right-click -> properties on the "My Computer" icon in the start menu and/or on the desktop, you can find more generic info.

Re: 1.3.06 Beta release

Posted: Thu Oct 29, 2009 2:17
by BlazingPhoenix
Here's my logfile on startup: http://zdoom.pastebin.com/m71b1156b

Re: 1.3.06 Beta release

Posted: Thu Oct 29, 2009 5:54
by Orakagi
I just find it very odd that it works over Skulltag and not GZ. Let me see what kind of chip I have. Ah, seems I'm on an ATi as well. I'll keep fiddling with settings, wads, and such.

Either way, the game itself runs perfectly fine. I haven't found any other problems with it. :)

Re: 1.3.06 Beta release

Posted: Thu Oct 29, 2009 6:25
by uraniumhexaflouride
Alright, reporting in once more, now with one of your new and improved ultra-detailed logfiles.
nyiciLog2.txt
Logfile, v1.3.06
(14.85 KiB) Downloaded 184 times
Well, the log claims that my hardware supports GLSL 1.4, unless I am sorely mistaken.

I've noticed something very strange happening between shader and non-shader lighting: when shader lighting is turned on, dynamic lights apparently disappear, but the walls to which they were attached become barely perceptibly brighter, usually appreciable only at distances where the depth fog starts to take hold.

Re: 1.3.06 Beta release

Posted: Thu Oct 29, 2009 8:36
by Graf Zahl
Now, that was not what I expected. ATI are apparently bigger idiots than I thought. Not allowing conditional compilation of the #version directive is utterly retarded IMO.

On the positive side, that's fixable.

Re: 1.3.06 Beta release

Posted: Thu Oct 29, 2009 14:33
by DaniJ
Yeah it sucks. I ran in to that one myself after much head scratching. There is another similar caveat but I can't for the life of me remember it.

My preferred approach with this stuff is to use a pseudo shader language with enriched domain-specific syntactical features combined with a shader precompiler that knows how to dynamically rewrite shaders to fit the confines of a specified shader model (obviously, that is not always possible so it may still result in uncompilable scripts regardless).

Re: 1.3.06 Beta release

Posted: Fri Oct 30, 2009 20:21
by chopkinsca
I've been able to reproduce the rendering error that causes floors and ceilings to HOM. In Doom2.wad, opening the first door you come to creates the error. It doesn't seem to matter if I change any of the shader options.

Just ask if you need any more information (not that there is much more I can give).

Re: 1.3.06 Beta release

Posted: Fri Oct 30, 2009 22:17
by Graf Zahl
Ok, that information helps me narrow it down. But in my book it's yet another nail in ATI's coffin. I suspect that the VBO updating does not work properly with them. Seems I have to disable the VBO again if a certain feature is not present...

Re: 1.3.06 Beta release

Posted: Fri Oct 30, 2009 23:27
by BlazingPhoenix
I seem to manage to reproduce that rendering error only going through the first few rooms in a level. :|
(this happens in any level, if you're wondering)

Re: 1.3.07 Beta release

Posted: Fri Oct 30, 2009 23:58
by Graf Zahl
I just uploaded 1.3.07. Can you retest with that?

Re: 1.3.07 Beta release

Posted: Sat Oct 31, 2009 4:15
by chopkinsca
Still gives that error :?

Re: 1.3.07 Beta release

Posted: Sat Oct 31, 2009 8:58
by Graf Zahl
I'm doing another release soon. Once 1.3.8 is up please start the game 3 times with arguments

-vbo 0
-vbo 1
-vbo 2

added. If it's the VBO one of these should fix the problem.

Re: 1.3.08 Beta release

Posted: Sat Oct 31, 2009 18:15
by BlazingPhoenix
It seems to work for me with the -vbo command.

Re: 1.3.08 Beta release

Posted: Sat Oct 31, 2009 18:17
by Graf Zahl
Which parameter works? This is the most important part for me.

Re: 1.3.08 Beta release

Posted: Sat Oct 31, 2009 18:20
by BlazingPhoenix
I tried 0 and 1 and they have both worked for me, I have not yet tried 2.
Edit: 2 glitches up for me.