[Survey] How many of you CANNOT run GZDoom's OpenGL renderer

Discuss anything ZDoom-related that doesn't fall into one of the other categories.

Can your computer run GZDoom's OpenGL renderer?

Yes (perfect, smooth performance)
165
71%
No
40
17%
Yes, but very crappy performance (please elaborate)
27
12%
 
Total votes: 232

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Graf Zahl
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Re: [Survey] How many of you CANNOT run GZDoom's OpenGL rend

Post by Graf Zahl »

I never said the version was working properly. I'm only interested in the benchmark test.
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Hellser
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Re: [Survey] How many of you CANNOT run GZDoom's OpenGL rend

Post by Hellser »

Here's mine, since you know. I like contributing.

This was taken with the testbuild provided by Graf.

OpenGL Lights On:

Code: Select all

Map MAP01: "entryway",
x = 4676.2854, y = 5956.6655, z = 369.0000, angle = 90.3790, pitch = -1.3348
Walls: 14600 (0 splits, 2007 t-splits, 197291 vertices)
Flats: 537 (24549 primitives, 108130 vertices)
Sprites: 708, Decals=0, Portals: 1
W: Render=5.879, Split = 0.000, Setup=2.619, Clip=3.504
F: Render=1.802, Setup=0.086
S: Render=0.326, Setup=1.092
All=22.529, Render=11.133, Setup=10.561, BSP = 3.259, Portal=0.093, Finish=0.802
DLight - Walls: 2145 processed, 0 rendered - Flats: 661 processed, 0 rendered
Missing textures: 0 upper, 0 lower, 0.000 ms
43 fps
OpenGL Lights Off:

Code: Select all

Map MAP01: "entryway",
x = 4676.2854, y = 5956.6655, z = 369.0000, angle = 90.3790, pitch = -1.3348
Walls: 14600 (0 splits, 2007 t-splits, 197291 vertices)
Flats: 537 (24549 primitives, 108130 vertices)
Sprites: 708, Decals=0, Portals: 1
W: Render=4.992, Split = 0.000, Setup=2.558, Clip=3.447
F: Render=1.681, Setup=0.082
S: Render=0.167, Setup=1.033
All=21.070, Render=9.848, Setup=10.339, BSP = 3.218, Portal=0.080, Finish=0.851
DLight - Walls: 0 processed, 0 rendered - Flats: 0 processed, 0 rendered
Missing textures: 0 upper, 0 lower, 0.000 ms
46 fps
Spoiler: Computer Specs
Gez
 
 
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Re: [Survey] How many of you CANNOT run GZDoom's OpenGL rend

Post by Gez »

Interesting.
Spoiler:
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edward850
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Re: [Survey] How many of you CANNOT run GZDoom's OpenGL rend

Post by edward850 »

Your graphics card supports OpenGL 4.4, sure. Your driver, on the other hand, hasn't been updated for at least two years (If the driver version is to be believed, that is). If that's the case, you really should consider updating just ever so slightly more frequently.
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Nash
 
 
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Re: [Survey] How many of you CANNOT run GZDoom's OpenGL rend

Post by Nash »

His driver isn't that old. My driver version is 335.23 (updated about last month or so I think), his is 331.65.
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edward850
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Re: [Survey] How many of you CANNOT run GZDoom's OpenGL rend

Post by edward850 »

That would make more sense for the weird driver version, and that means he has a discrete GPU, and therefore probably might not be using that when launching GZDoom (and thus trying to launch it off the Intel instead). Make sure the NVIDIA control panel has GZDoom configured to launch with the "high performance" GPU (the NVIDIA one).
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Graf Zahl
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Re: [Survey] How many of you CANNOT run GZDoom's OpenGL rend

Post by Graf Zahl »

Most interesting is that someone as experienced as Gez forgot to post any helpful information along with the weird output.
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PlayerLin
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Re: [Survey] How many of you CANNOT run GZDoom's OpenGL rend

Post by PlayerLin »

Graf Zahl wrote: LOL about the Steam overlay. What does it do to disrupt the supposedly 'permanent' mapping of the vertex buffer... :?
I don't think so, I got that shit happens just directly run the game, I shut down my Steam and anythings related MSI Afterburner, still got that shit happened.

Since I just copied my normal playing GZDooM's ini without setting up everything else so the "Could not open MIDI out device" error happened and showed up in the log. :P

Code: Select all

Log started: Sun May 11 21:55:25 2014

W_Init: Init WADfiles.
 adding D:/GAME/GLZDoom/testx/gzdoom.pk3, 587 lumps
 adding ./doom2.wad, 2919 lumps
 adding D:/GAME/GLZDoom/testx/lights.pk3, 4 lumps
 adding D:/GAME/GLZDoom/testx/FrozenT.wad, 666 lumps
I_Init: Setting up machine state.
CPU Speed: 3200 MHz
CPU Vendor ID: GenuineIntel
  Name: Intel(R) Core(TM) i5-3470 CPU @ 3.20GHz
  Family 6, Model 58, Stepping 9
  Features: MMX SSE SSE2 SSE3 SSSE3 SSE4.1 SSE4.2
I_InitSound: Initializing FMOD
FMOD Sound System, copyright ?Firelight Technologies Pty, Ltd., 1994-2009.
Loaded FMOD version 4.26.27
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
Adding dehacked patch FrozenT.wad:DEHACKED
Patch installed
M_Init: Init menus.
P_Init: Init Playloop state.
ParseSBarInfo: Loading default status bar definition.
ParseSBarInfo: Loading custom status bar definition.
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
I_InitInput
I_StartupMouse
I_StartupKeyboard
I_StartupXInput
I_StartupRawPS2
I_StartupDirectInputJoystick
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce GTX 660 Ti/PCIe/SSE2
GL_VERSION: 4.4.0
GL_SHADING_LANGUAGE_VERSION: 4.40 NVIDIA via Cg compiler
GL_EXTENSIONS: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_query_buffer_object GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_ARB_sparse_texture GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control 
Max. texture size: 16384
Max. texture units: 32
Max. fragment uniforms: 2048
Max. vertex uniforms: 4096
Max. varying: 124
Max. combined shader storage blocks: 96
Max. vertex shader storage blocks: 16
Max. fragment shader storage blocks: 16
Resolution: 800 x 600
Please set the timidity_exe cvar to the location of TiMidity++
Could not open MIDI out device



MAP01 - entryway

Please set the timidity_exe cvar to the location of TiMidity++
Could not open MIDI out device
]quit
EDIT : Forgot to say, using 331.82 driver.
Gez
 
 
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Re: [Survey] How many of you CANNOT run GZDoom's OpenGL rend

Post by Gez »

1600x900, full screen

Without lights:
Spoiler:
With lights:
Spoiler:
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Graf Zahl
Lead GZDoom+Raze Developer
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Re: [Survey] How many of you CANNOT run GZDoom's OpenGL rend

Post by Graf Zahl »

PlayerLin wrote:EDIT : Forgot to say, using 331.82 driver.
Ok, how about a driver update then? I remember something about this driver version having problems with persistently mapped buffers on some hardware.
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Graf Zahl
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Re: [Survey] How many of you CANNOT run GZDoom's OpenGL rend

Post by Graf Zahl »

Gez wrote:1600x900, full screen
10 fps
What CPU?
Gez
 
 
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Re: [Survey] How many of you CANNOT run GZDoom's OpenGL rend

Post by Gez »

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Graf Zahl
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Re: [Survey] How many of you CANNOT run GZDoom's OpenGL rend

Post by Graf Zahl »

How can that be 4x as slow as my Core i7?
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PlayerLin
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Re: [Survey] How many of you CANNOT run GZDoom's OpenGL rend

Post by PlayerLin »

Graf Zahl wrote: Ok, how about a driver update then? I remember something about this driver version having problems with persistently mapped buffers on some hardware.
Hmm, updated to 335.23 and it's back to fine. :)
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ibm5155
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Re: [Survey] How many of you CANNOT run GZDoom's OpenGL rend

Post by ibm5155 »

That's one of the things that I hate opengl
AMD message
Spoiler:
Intel message
Spoiler:
I really don't get it, the gpu should support 4.3, the driver is the latest one (catalyst 14.4).
Tested with intel hd4000 and amd hd 8870m gpu, both didn't run, intel core i7 3635qm and 8gb ram.
That's why I prefer dx nowadays, if it say it require dx 11 i know if I have a gpu that say "dx 11 or higher support" it'll run :s

EDIT:and that's the info inside aida 64
-opengl 4.4.12874 Compatibility Profile Context 14.100.0.0
-GL_ARB_shader_image_load_store supported

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