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My thoughts about PD 5.13 and problems so far - Haig?

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  • #16
    Vlipy - Those annoying flashes have been fixed with the current build.

    Nuno - Since most clients have switched over to PD5, the new drivers will be easier to install. Jumping from PD 4.xx to 5.xx was a major pain because of the new format and a few rules enforced by MS.

    Tumu - Did Kruzin's suggesstion help you out?

    PS: Guys, just remember one thing. Just because I say that something was fixed with the current build, this does not mean that the current build will be released before any other build that does not fix the problem.

    Haig

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    • #17
      Kruzin, I did some more tests..

      Quake 2 3.20, crusher.dm2, vid_fullscreen 1, gl_picmip 0, gl_playermip 1, gl_dynamic 1, gl_flashblend 0, gl_polyblend 0

      640x480x16bit, gl_texturemode GL_NEAREST
      -> No corrupted textures or huds, no stalls, 21.2 fps

      640x480x16bit, gl_texturemode GL_LINEAR
      -> No corrupted textures or huds, no stalls, 21.2 fps (yup, same fps what in GL_NEAREST)

      640x480x16bit, gl_texturemode GL_LINEAR_MIPMAP_NEAREST
      -> Corrupted textures and huds, no stalls, 20.3 fps

      640x480x16bit, gl_texturemode GL_LINEAR_MIPMAP_LINEAR
      -> No corrupted textures or huds (strange..), no stalls, 20.1 fps

      800x600x16bit, gl_texturemode GL_NEAREST
      -> Strange case this one, I ran crusher few times and with one time those corrupted textures stayed on for about 45 seconds or so. In next run, without changing settins, it went thru without corrupted textures. And yes, I have a boxed Celeron, so it has fan and heatsink, the case has a fan in front.
      G200 has its factory heatsink. No corrupted huds, no stalls (at least not disturbing), 18.5 fps

      800x600x16bit, gl_texturemode GL_LINEAR
      -> No corrupted textures or huds, no stalls, 18.1 fps

      800x600x16bit, gl_texturemode GL_LINEAR_MIPMAP_NEAREST
      -> Corrupted textures (usual orange and green ones too ), no corrupted huds, few to moderate stalls, 16.7 fps

      800x600x16bit, gl_texturemode GL_LINEAR_MIPMAP_LINEAR
      -> Corrupted textures and huds, few to moderate stalls, 15.9 fps

      1024x768x16bit, gl_texturemode GL_NEAREST
      -> Corrupted textures and huds, moderate stalls, 10.8 fps

      1024x768x16bit, gl_texturemode GL_LINEAR
      -> Corrupted textures and huds, moderate stalls, 10.6 fps

      1024x768x16bit, gl_texturemode GL_LINEAR_MIPMAP_LINEAR
      -> Corrupted textures and huds, massive stalls, 7.8 fps

      The 'no stalls' means that the crusher.dm2 ran smooth without any noticeable slowdowns.

      Hmm, it could be a overheating problem, so I could try to put a fan on top of the G200 heatsink. If it's not, then it could be a bug in the texture upload routines of the ICD because many games which use a lot of changing textures with large polygon counts have texture corruption (Q2, HL, Tribes).

      -Tumu

      --
      Celeron 333 (not overclocked), GigaByte 6BXE Intel 440BX AGPset Mobo (bios v3.0, does AGP 2x fine),
      64MB RAM, G200 8MB SGRAM (not overclocked, bios v1.6), Win95OSR2.1 finnish, PD5.13.020, SB16 Value

      Celeron 333 (not overclocked), GigaByte 6BXE Intel 440BX AGPset (bios v3.4),
      64MB PC100 RAM, nVidia TNT2 32M (was G200 AGP 8MB SGRAM), SB Live! Value LW3.1, 3COM Fast EtherLink XL, Sony Multiscan 100ES, HP8210i
      Win98 finnish

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