Nevander wrote:Graf Zahl wrote:Ok, but I can't do much with 1.8.2 crash logs anymore. Can you re-run the test with the 2.0.02 beta I just released a few hours ago? For that one I still have all debug info.
Sure, will do. I'm an AMD user as well so I will let you know if I run into any problems here also.
UPDATE: I tested everything that I would think would make any kind of difference and I have good news and bad news. The good news is,
zero crashes with anything I tested. The DHTP did not crash any levels in TNT or Plutonia. I IDCLEV'd my way through each IWAD and nothing happened. The bad news is, there seems to be some new issues that I've noticed. I'll just list them here. Note I don't know what version could have made these change between 1.8.2 and 2.0.02.
Here's some comments:
The HQ#X rescaling methods seem to work and look much differently now, worse in my opinion (check the pic below inside spoiler tags).
Yes, it's a known issue. The HQnX assembly code that only worked under Windows had been replaced by a C-version, but apparently it's of lesser quality. I'll have to dig out the old code again so that under Windows it can be reactivated.
[*]I'm getting very small lag spikes whilst playing that I did not before. This is without any custom files loaded. I noticed this on MAP02-Well of Souls in Plutonia.
I haven't experienced those. Are you using any form of hires textures, either auto-scaled or loaded when experiencing this? And if so, what kind of hires textures?
I wouldn't be surprised if this was caused by the C-based HQnX code which is quite a bit slower than the hand-optimized assembly of the old version
[*]Brutal Doom seems to lag even more than it did before for whatever reason. This is with the DHTP loaded as well. On 1.8.2 it lagged for me a lot less with the same exact settings.
Probably the same, but Brutal Doom loads a lot more resources.
[*]The OpenGL bloom hack no longer works or loads. I've attached the log file from it with the error(s) I got.
No, and this can't be changed back. That hack depends on how OpenGL rendering is set up - it fails with any kind of loader library - and GZDoom now uses GLEW for that. I also believe that the hack library is restricted to OpenGL 2.0. GZDoom 2.0.x, however, requires at least GL 3.3, it is also fully shader based (no fixed function rendering at all!) and on modern hardware supporting GL 4.4 features, it will run in an OpenGL core profile (the only non-core code in the entire engine is the fallback rendering for older cards, that's a 6-line function.)
[/quote]
It was post 1.8.6, but I already had planned to reinstate the old code due to these problems, but for the betas it was more urgent to get them in a working state.
Good to know, though, that it won't crash anymore, so it looks that problem already got addressed since the 1.8.2 release.
[quote="Nevander"][quote="Graf Zahl"]Ok, but I can't do much with 1.8.2 crash logs anymore. Can you re-run the test with the 2.0.02 beta I just released a few hours ago? For that one I still have all debug info.[/quote]
Sure, will do. I'm an AMD user as well so I will let you know if I run into any problems here also.
[b][size=140]UPDATE[/size][/b]: I tested everything that I would think would make any kind of difference and I have good news and bad news. The good news is, [b]zero crashes[/b] with anything I tested. The DHTP did not crash any levels in TNT or Plutonia. I IDCLEV'd my way through each IWAD and nothing happened. The bad news is, there seems to be some new issues that I've noticed. I'll just list them here. Note I don't know what version could have made these change between 1.8.2 and 2.0.02.
[/quote]
Here's some comments:
[quote]
The HQ#X rescaling methods seem to work and look much differently now, worse in my opinion (check the pic below inside spoiler tags).
[/quote]
Yes, it's a known issue. The HQnX assembly code that only worked under Windows had been replaced by a C-version, but apparently it's of lesser quality. I'll have to dig out the old code again so that under Windows it can be reactivated.
[quote]
[*]I'm getting very small lag spikes whilst playing that I did not before. This is without any custom files loaded. I noticed this on MAP02-Well of Souls in Plutonia.
[/quote]
I haven't experienced those. Are you using any form of hires textures, either auto-scaled or loaded when experiencing this? And if so, what kind of hires textures?
I wouldn't be surprised if this was caused by the C-based HQnX code which is quite a bit slower than the hand-optimized assembly of the old version
[quote]
[*]Brutal Doom seems to lag even more than it did before for whatever reason. This is with the DHTP loaded as well. On 1.8.2 it lagged for me a lot less with the same exact settings.
[/quote]
Probably the same, but Brutal Doom loads a lot more resources.
[quote]
[*]The OpenGL bloom hack no longer works or loads. I've attached the log file from it with the error(s) I got.
[/quote]
No, and this can't be changed back. That hack depends on how OpenGL rendering is set up - it fails with any kind of loader library - and GZDoom now uses GLEW for that. I also believe that the hack library is restricted to OpenGL 2.0. GZDoom 2.0.x, however, requires at least GL 3.3, it is also fully shader based (no fixed function rendering at all!) and on modern hardware supporting GL 4.4 features, it will run in an OpenGL core profile (the only non-core code in the entire engine is the fallback rendering for older cards, that's a 6-line function.)
[quote]
[spoiler]The HQ#X methods now produce a choppy outline as if they are going along the pixels of the original sprite instead of creating a smooth edge like my old version does. This is kind of a big problem for me because I love the way the HQ4X handles sprite edges. Could you possibly recall which GZDoom version after 1.8.2 made this change?
[/quote][/quote]
It was post 1.8.6, but I already had planned to reinstate the old code due to these problems, but for the betas it was more urgent to get them in a working state.
Good to know, though, that it won't crash anymore, so it looks that problem already got addressed since the 1.8.2 release.