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Re: GZDoom: Need some help with old Intel graphics cards
Posted: Sun May 01, 2016 5:41 am
by maseter
Today's build starts on my on-board Intel in OpenGL mode!
http://devbuilds.drdteam.org/gzdoom/gzd ... 47064e2.7z
Re: GZDoom: Need some help with old Intel graphics cards
Posted: Sun May 01, 2016 5:54 am
by Graf Zahl
Ok. Good to know. I'll prepare new tests this evening then.
Re: GZDoom: Need some help with old Intel graphics cards
Posted: Mon May 02, 2016 3:28 pm
by Marisa the Magician
Graf Zahl wrote:You'll have to ask someone else for Linux builds. I can't create them.
Oh I can actually do that myself. Is it a separate branch or...?
Update: Hmm, this doesn't look good.

Anything that has transparency draws with flickery transparent speckles. Sometimes covering a diagonal line, and sometimes on some sort of pattern near areas where it's clipping against a wall/floor. The speckles don't move if the camera is still, though.
This is a X3100. It only covers 2.1 on Linux and 2.0 on Windows. Here's the OpenGL info:
http://sprunge.us/KdYg
Re: GZDoom: Need some help with old Intel graphics cards
Posted: Mon May 02, 2016 4:05 pm
by Graf Zahl
OpenGL 2 support is still being worked on. The important thing is that it starts up and shows something that's not entirely broken.
Re: GZDoom: Need some help with old Intel graphics cards
Posted: Tue May 03, 2016 1:11 am
by _mental_
MarisaKirisame wrote:Anything that has transparency draws with flickery transparent speckles. Sometimes covering a diagonal line, and sometimes on some sort of pattern near areas where it's clipping against a wall/floor. The speckles don't move if the camera is still, though.
This is a X3100. It only covers 2.1 on Linux and 2.0 on Windows. Here's the OpenGL info:
http://sprunge.us/KdYg
I don't have this issue on Intel GMA 4500MHD on Windows. It has very old driver and it's OpenGL 2.0 only.
Could you please try on default settings? Or perhaps, post your config.
Re: GZDoom: Need some help with old Intel graphics cards
Posted: Tue May 03, 2016 4:19 am
by Marisa the Magician
Default settings make no difference. This is a fresh install anyway so I didn't change much beyond the controls and disabling texture interpolation.
This specific issue only seems to happen in GZDoom. Another thing I noticed were dramatic performance drops in some areas, such as the chainsaw spot in MAP01, or the room right before the exit.
Bad performance may just be due to the fact this GPU is bad at anything that isn't fixed function, as I said before.
Re: GZDoom: Need some help with old Intel graphics cards
Posted: Tue May 03, 2016 5:51 am
by _mental_
MarisaKirisame wrote:Default settings make no difference. This is a fresh install anyway so I didn't change much beyond the controls and disabling texture interpolation
Every option does matter. If under texture interpolation you meant filtering, i.e. gl_texture_filter CVAR, take a look at these screenshots:
This is Texture Filter mode set to None in the corresponding menu. It's on OpenGL 2.1 by the way, so my question makes sense.
Sadly I still can't figure out what's going on. Graf just fixed it.
Re: GZDoom: Need some help with old Intel graphics cards
Posted: Wed May 04, 2016 12:53 am
by Marisa the Magician
One thing I did notice, though, is that if I enable anisotropic filtering, texture filtering is forced to linear.
Re: GZDoom: Need some help with old Intel graphics cards
Posted: Wed May 04, 2016 7:10 am
by _mental_
I just encountered new texture related issue on OpenGL 2.1 hardware: transparency on some textures are missing, it's just black color instead of transparent pixels. Doom II MAP26 is a good example, right from the start.
Tested on default settings, no high quality texture resizing, etc.
It seems to work correctly on OpenGL 3.1 hardware by the way.
Re: GZDoom: Need some help with old Intel graphics cards
Posted: Wed May 04, 2016 7:45 am
by Caligari87
MarisaKirisame wrote:One thing I did notice, though, is that if I enable anisotropic filtering, texture filtering is forced to linear.
I've noticed that for a while actually. I like the anisotropic filtering for making far away stuff look nicer, but like you said it forces linear filtering and sprites no longer have pixel sharpness.

Re: GZDoom: Need some help with old Intel graphics cards
Posted: Wed May 04, 2016 4:26 pm
by Marisa the Magician
I've noticed an interesting issue while trying out some map packs. In ZDCMP2, right after the spawn room, everything goes nuts and a lot of walls and floors stop being rendered.

Maybe it's just the high polycount.
Re: GZDoom: Need some help with old Intel graphics cards
Posted: Thu May 05, 2016 9:23 am
by skyrimguy
MarisaKirisame wrote:Update: Hmm, this doesn't look good.

Anything that has transparency draws with flickery transparent speckles. Sometimes covering a diagonal line, and sometimes on some sort of pattern near areas where it's clipping against a wall/floor. The speckles don't move if the camera is still, though.
This is a X3100. It only covers 2.1 on Linux and 2.0 on Windows. Here's the OpenGL info:
http://sprunge.us/KdYg
Try:
Code: Select all
export MESA_GL_VERSION_OVERRIDE=2.1 MESA_GLSL_VERSION_OVERRIDE=120 LIBGL_ALWAYS_SOFTWARE=1
does the issue still appear?
Re: GZDoom: Need some help with old Intel graphics cards
Posted: Thu May 05, 2016 1:22 pm
by Graf Zahl
MarisaKirisame wrote:
Maybe it's just the high polycount.
The glitches - no. That looks like a driver bug.
The 12 fps - definitely.
Can you even play on that thing?
Re: GZDoom: Need some help with old Intel graphics cards
Posted: Thu May 05, 2016 1:47 pm
by maseter
Graf Zahl, maybe get a Raspberry Pi for testing, it has OpenGL ES 2.0

.
Re: GZDoom: Need some help with old Intel graphics cards
Posted: Thu May 05, 2016 1:50 pm
by Graf Zahl
GZDoom doesn't work with OpenGL ES.