GZDoom 3.0.0 Issues

Need help running G/Q/ZDoom/ECWolf/Zandronum/3DGE/EDuke32/Raze? Did your computer break? Ask here.

Moderator: GZDoom Developers

Forum rules
Contrary to popular belief, we are not all-knowing-all-seeing magical beings!

If you want help you're going to have to provide lots of info. Like what is your hardware, what is your operating system, what version of GZDoom/LZDoom/whatever you're using, what mods you're loading, how you're loading it, what you've already tried for fixing the problem, and anything else that is even remotely relevant to the problem.

We can't magically figure out what it is if you're going to be vague, and if we feel like you're just wasting our time with guessing games we will act like that's what you're really doing and won't help you.
Sickened
Posts: 20
Joined: Sun Apr 30, 2017 9:01 pm

GZDoom 3.0.0 Issues

Post by Sickened »

OS: Ubuntu 17.04, 64 bit (amd64)
OpenGL Version: 2.1 Mesa 17.0.3

Something is wrong. When running GZDoom 3.0.0 with dynamic lighting, I get these...visual bugs? No idea what they are, or why they're here.

Screen-shots: http://imgur.com/a/adC3a

First screen-shot shows a (Would be) moving wall, part of one of the secret hallways in Doom's E1M1. It's texture seems to be extremely jacked.

Second screen-shot shows a sprite, and it's lighting effect. Also jacked. Every single sprite and effect in the game shares that bug. (If you don't notice anything zoom in on the sprite and it's lighting effect)

Third screen-shot shows blood, and bullet-hole decals on a surface. These decals jitter when approached while appearing/disappearing, as can be seen on the lower decals

These bugs are consistent. For example, while running Brutal Doom, the blood splat decals, item/environment/actor sprites, effects, and walls (Transparent, moving, etc) are also jittery...and jacked. All of them. Please...HELP
Accensus
Posts: 2383
Joined: Thu Feb 11, 2016 9:59 am

Re: GZDoom 3.0.0 Issues

Post by Accensus »

Moved this to Bugs, because it seems like it is one, but it feels like it's lacking detailed information. The devs can tell you better.
User avatar
Rachael
Posts: 13854
Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her

Re: GZDoom 3.0.0 Issues

Post by Rachael »

This is not a bug. Moved to Technical issues.

First thing - we need to know what drivers you are using - and what your GPU is.

It looks to me like some shader processors are failing to run properly. Is your GPU properly cooled? How old is it?
Sickened
Posts: 20
Joined: Sun Apr 30, 2017 9:01 pm

Re: GZDoom 3.0.0 Issues

Post by Sickened »

Sadly, I have no idea where my GPU info is listed, I use "System Profile and Benchmarking" to get my PC specs. Best I could find are display details.

Wall of Text
-Display-
Resolution : 1366x768 pixels
Vendor : The X.Org Foundation
Version : 1.19.3
-Monitors-
Monitor 0 : 1366x768 pixels
-Extensions-
BIG-REQUESTS
Composite
DAMAGE
DOUBLE-BUFFER
DPMS
DRI2
DRI3
GLX
Generic Event Extension
MIT-SCREEN-SAVER
MIT-SHM
Present
RANDR
RECORD
RENDER
SECURITY
SGI-GLX
SHAPE
SYNC
X-Resource
XC-MISC
XFIXES
XFree86-DGA
XFree86-VidModeExtension
XINERAMA
XInputExtension
XKEYBOARD
XTEST
XVideo
-OpenGL-
Vendor : Intel Open Source Technology Center
Renderer : Mesa DRI Intel(R) Ironlake Mobile
Version : 2.1 Mesa 17.0.3
Direct Rendering : Yes

Hope it helps?
User avatar
Rachael
Posts: 13854
Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her

Re: GZDoom 3.0.0 Issues

Post by Rachael »

Type the following command in a terminal window (not on a CLI screen):

Code: Select all

glxinfo>~/Desktop/glxinfo.txt
Then attach the file it creates on your desktop to a forum post here.

This command is case-sensitive - please make sure you type it correctly. You should be able to copy-paste it into a terminal window. (In Ubuntu, you can open a terminal under "System" from your programs menu)
Sickened
Posts: 20
Joined: Sun Apr 30, 2017 9:01 pm

Re: GZDoom 3.0.0 Issues

Post by Sickened »

Got it.
Spoiler:
Im clueless.
User avatar
Rachael
Posts: 13854
Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her

Re: GZDoom 3.0.0 Issues

Post by Rachael »

Thank you. Unfortunately it doesn't tell us much about your hardware other than it is an integrated Intel GPU on a notebook, and is somewhat older than what Intel currently makes. (If I had to take a wild guess, it's an Intel HD 2000/3000 series)

What make/model is that notebook?

Also - another command to try -

Code: Select all

cat /proc/cpuinfo>~/Desktop/cpuinfo.txt
Same as before - there'll be a new file on the desktop. I'll need that.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49194
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: GZDoom 3.0.0 Issues

Post by Graf Zahl »

Actually, Ironlake appears to be one generation before HD2000/3000. And I don't think it comes as a surprise when I state that this is really, really bad graphics hardware.
This looks to me like it tries to create the light texture in an incorrect internal format.
Sickened
Posts: 20
Joined: Sun Apr 30, 2017 9:01 pm

Re: GZDoom 3.0.0 Issues

Post by Sickened »

Here it is.
Spoiler:
Another thing, when I run dynamic lighting with the software renderer enabled, everything comes out just fine. And no, it's not a suprise that this GPU is horrible. If anything, I expected it to be.
:railgun:
User avatar
Rachael
Posts: 13854
Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her

Re: GZDoom 3.0.0 Issues

Post by Rachael »

Well that pretty much confirms what Graf said - it's a generation older than I thought (first Intel HD graphics generation).

Unfortunately, yeah, you're pretty much stuck running that with software mode. You can also try and investigate to see if the non-free Intel HD drivers work - you might get different results. But honestly I think the chip is old enough now that software mode is going to outperform OpenGL no matter what - and even getting into maps that require models or other GL-specific features simply will play as a slideshow on that GPU.
Sickened
Posts: 20
Joined: Sun Apr 30, 2017 9:01 pm

Re: GZDoom 3.0.0 Issues

Post by Sickened »

So be it. Thanks for the help.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49194
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: GZDoom 3.0.0 Issues

Post by Graf Zahl »

Out of curiosity, how fast is OpenGL on that system? It seems to work overall, if you just switch off the dynamic lights.
How many FPS do you get at the start of E1M1 with vid_vsync set to 0?

So far I do not have any performance numbers of pre GL 3 Intel hardware at all so if someone could take a look I'd really appreciate it.
Sickened
Posts: 20
Joined: Sun Apr 30, 2017 9:01 pm

Re: GZDoom 3.0.0 Issues

Post by Sickened »

Without brightmaps and lights on a normal run-through of E1M1 it usually stays above 60, with just a few bits of 45 sprinkled in there every now and then. Averages 65-100+. I was very surprised to see this kind of performance even though I am playing Doom...but it doesn't look as smooth as vsync does for some reason. You'd expect 100+ FPS to be pretty pleasing to the eye.
User avatar
drfrag
Vintage GZDoom Developer
Posts: 3154
Joined: Fri Apr 23, 2004 3:51 am
Location: Spain

Re: GZDoom 3.0.0 Issues

Post by drfrag »

Here (ati radeon x1250 integrated video) i get 70 fps @1024 without dynamic lights and 55 with lights. No graphic problems with filtering disabled.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49194
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: GZDoom 3.0.0 Issues

Post by Graf Zahl »

Sickened wrote:Without brightmaps and lights on a normal run-through of E1M1 it usually stays above 60, with just a few bits of 45 sprinkled in there every now and then. Averages 65-100+. I was very surprised to see this kind of performance even though I am playing Doom...but it doesn't look as smooth as vsync does for some reason. You'd expect 100+ FPS to be pretty pleasing to the eye.

Ok. That's pretty much the same I get on my work Mac with a HD3000. Vanilla is playable, but try anything more and it's over.
The reason why it doesn't seem smooth is the wildly fluctuationg FPS rate. With VSync on it gets capped to a mostly uniform value and that will always look smoother.

Return to “Technical Issues”