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Strange FPS boost after restart of the fraphic engine https://www.quake3world.com/forum/viewtopic.php?f=10&t=37909 |
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Author: | Herr W [ 08-05-2008 01:56 AM ] |
Post subject: | Strange FPS boost after restart of the fraphic engine |
Hi everyone! Today I come with a strange effect which seems to have something to do with texture details, but no idea what. - And, as I wrote, only on ioQuake3, not the id-version. When I run the engine and load my map (right, a tooney Monkeys-of-Doom one) it starts with a low FPS-count (on my computer around 25). - I think the reason for this is the environment stage of the cartoon shaders, looking like this: Code: { map textures/13island/shade.tga blendfunc filter rgbGen identity tcGen environment } (It creates a dynamic shadow, changing it's position when the player moves) So far, so not surprising... Now comes the strange part: When I go into the settings, pull the "Texture Detail" slider (no matter into which direction!) and return to the map, it runs with around 200 FPS! - But without any loss of graphic quality as all detailed, no-toon textures have a "nomipmaps" in their shaders! ... And that makes me feel a little like this: this: and this: |
Author: | ^misantropia^ [ 08-05-2008 07:32 AM ] |
Post subject: | Re: Strange "Texture Detail" effect on ioQuake3 |
Weird bug. What happens if you start the game with '+set r_vertexlight 1 +devmap yourmap'? |
Author: | Herr W [ 08-05-2008 11:38 PM ] |
Post subject: | Re: Strange "Texture Detail" effect on ioQuake3 |
Vertexlight seems not to work with the cartoon-effect. It makes the map look all black: ... instead of: But there IS a difference: When I run the map as you suggested (+set r_vertexlight 1), it reaches 200 fps immediately. When I start it with '+set r_vertexlight 0' we have the old situation: It runs with around 20 fps. - Until I move the "Texture Detail" slider... I mean, it's good to know that the engine is capable of running a pretty complex map such fast, but it would be even better if it doesn't need a trick for that... |
Author: | ^misantropia^ [ 08-06-2008 10:06 AM ] |
Post subject: | Re: Strange "Texture Detail" effect on ioQuake3 |
r_vertexligt 0 and not having the issue means is not a general engine bug, but something in the shader processing. You might want to file a bug report with ioquake3: http://bugzilla.icculus.org/ |
Author: | Herr W [ 08-07-2008 06:45 AM ] |
Post subject: | Re: Strange "Texture Detail" effect on ioQuake3 |
I will! - Thanks for the tip! BTW: I can't read much out of it, but maybe someone else. - This is the log-file (starting Q3, starting a server with the map, going into the settings and changing texture detail, returning to the map), with - in my opinion - probably relevant parts in red: ioq3 1.35 win_mingw-x86 Sep 28 2007 ----- FS_Startup ----- Current search path: H:\Dokumente und Einstellungen\Wilko1\Anwendungsdaten\Quake3/baseq3 H:\MONKEYS of DOOM_02_sst\baseq3\ww_vm_08.pk3 (4 files) H:\MONKEYS of DOOM_02_sst\baseq3\ww_textures.pk3 (11 files) H:\MONKEYS of DOOM_02_sst\baseq3\ww_sprites.pk3 (4 files) H:\MONKEYS of DOOM_02_sst\baseq3\ww_sound.pk3 (117 files) H:\MONKEYS of DOOM_02_sst\baseq3\ww_shotgun.pk3 (64 files) H:\MONKEYS of DOOM_02_sst\baseq3\ww_scripts.pk3 (52 files) H:\MONKEYS of DOOM_02_sst\baseq3\ww_satan.pk3 (80 files) H:\MONKEYS of DOOM_02_sst\baseq3\ww_rubinie.pk3 (80 files) H:\MONKEYS of DOOM_02_sst\baseq3\ww_rocketl.pk3 (89 files) H:\MONKEYS of DOOM_02_sst\baseq3\ww_robinson.pk3 (84 files) H:\MONKEYS of DOOM_02_sst\baseq3\ww_railgun.pk3 (61 files) H:\MONKEYS of DOOM_02_sst\baseq3\ww_powerups.pk3 (92 files) H:\MONKEYS of DOOM_02_sst\baseq3\ww_pain.pk3 (88 files) H:\MONKEYS of DOOM_02_sst\baseq3\ww_music.pk3 (4 files) H:\MONKEYS of DOOM_02_sst\baseq3\ww_models.pk3 (11 files) H:\MONKEYS of DOOM_02_sst\baseq3\ww_menu.pk3 (110 files) H:\MONKEYS of DOOM_02_sst\baseq3\ww_machinegun.pk3 (56 files) H:\MONKEYS of DOOM_02_sst\baseq3\ww_kat1024toon3.pk3 (168 files) H:\MONKEYS of DOOM_02_sst\baseq3\ww_karl.pk3 (94 files) H:\MONKEYS of DOOM_02_sst\baseq3\ww_icons.pk3 (2 files) H:\MONKEYS of DOOM_02_sst\baseq3\ww_grenadel.pk3 (44 files) H:\MONKEYS of DOOM_02_sst\baseq3\ww_gibs.pk3 (21 files) H:\MONKEYS of DOOM_02_sst\baseq3\ww_gfx.pk3 (57 files) H:\MONKEYS of DOOM_02_sst\baseq3\ww_gauntlet.pk3 (33 files) H:\MONKEYS of DOOM_02_sst\baseq3\ww_botfiles.pk3 (74 files) H:\MONKEYS of DOOM_02_sst\baseq3\ww_affe.pk3 (65 files) H:\MONKEYS of DOOM_02_sst\baseq3\pak8.pk3 (2 files) H:\MONKEYS of DOOM_02_sst\baseq3\pak7.pk3 (4 files) H:\MONKEYS of DOOM_02_sst\baseq3\pak6.pk3 (22 files) H:\MONKEYS of DOOM_02_sst\baseq3\pak5.pk3 (1 files) H:\MONKEYS of DOOM_02_sst\baseq3\pak4.pk3 (4 files) H:\MONKEYS of DOOM_02_sst\baseq3\pak3.pk3 (4 files) H:\MONKEYS of DOOM_02_sst\baseq3\pak2.pk3 (4 files) H:\MONKEYS of DOOM_02_sst\baseq3\pak1.pk3 (4 files) H:\MONKEYS of DOOM_02_sst\baseq3\pak0.pk3 (182 files) H:\MONKEYS of DOOM_02_sst\baseq3\mapmedia.pk3 (167 files) H:\MONKEYS of DOOM_02_sst\baseq3\common-spog.pk3 (29 files) H:\MONKEYS of DOOM_02_sst\baseq3\13stone_mod7.pk3 (201 files) H:\MONKEYS of DOOM_02_sst/baseq3 ---------------------- 2189 files in pk3 files ************************************************** WARNING: pak8.pk3 is present but its checksum (2556995263) is not correct. Please re-install the point release ************************************************** ************************************************** WARNING: pak6.pk3 is present but its checksum (750398427) is not correct. Please re-install the point release ************************************************** ************************************************** WARNING: pak5.pk3 is present but its checksum (2556995263) is not correct. Please re-install the point release ************************************************** ************************************************** WARNING: pak4.pk3 is present but its checksum (2765761860) is not correct. Please re-install the point release ************************************************** ************************************************** WARNING: pak2.pk3 is present but its checksum (1926877407) is not correct. Please re-install the point release ************************************************** ************************************************** WARNING: pak1.pk3 is present but its checksum (1349256631) is not correct. Please re-install the point release ************************************************** ************************************************** WARNING: pak0.pk3 is present but its checksum (2556995263) is not correct. Please re-install the point release ************************************************** execing default.cfg execing q3config.cfg com_zoneMegs will be changed upon restarting. couldn't exec autoexec.cfg Hunk_Clear: reset the hunk ok ----- Client Initialization ----- ----- Initializing Renderer ---- ------------------------------- QKEY found. ----- Client Initialization Complete ----- ----- R_Init ----- SDL_Init( SDL_INIT_VIDEO )... OK Initializing OpenGL display ...setting mode 6: 1024 768 Using 8/8/8 Color bits, 24 depth, 0 stencil display. GL_RENDERER: GeForce 8500 GT/PCI/SSE2 Initializing OpenGL extensions ...ignoring GL_S3_s3tc ...using GL_EXT_texture_env_add ...ignoring GL_ARB_multitexture ...using GL_EXT_compiled_vertex_array ...ignoring GL_EXT_texture_filter_anisotropic GL_VENDOR: NVIDIA Corporation GL_RENDERER: GeForce 8500 GT/PCI/SSE2 GL_VERSION: 2.1.1 GL_EXTENSIONS: GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader 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_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_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D 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_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp 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_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 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_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 GL_MAX_TEXTURE_SIZE: 8192 GL_MAX_TEXTURE_UNITS_ARB: 0 PIXELFORMAT: color(24-bits) Z(24-bit) stencil(0-bits) MODE: 6, 1024 x 768 fullscreen hz:N/A GAMMA: hardware w/ 0 overbright bits rendering primitives: single glDrawElements texturemode: GL_LINEAR_MIPMAP_NEAREST picmip: 0 texture bits: 32 multitexture: disabled compiled vertex arrays: enabled texenv add: enabled compressed textures: disabled Initializing Shaders ----- finished R_Init ----- ------ Initializing Sound ------ SDL_Init( SDL_INIT_AUDIO )... OK SDL audio driver is "dsound". SDL_AudioSpec: Format: AUDIO_S16LSB Freq: 22050 Samples: 512 Channels: 2 Starting SDL audio callback... SDL audio initialized. ----- Sound Info ----- 1 stereo 16384 samples 16 samplebits 1 submission_chunk 22050 speed 02DDE6C8 dma buffer No background file. ---------------------- Sound initialization successful. -------------------------------- Sound memory manager started Loading vm file vm/ui.qvm... ...which has vmMagic VM_MAGIC_VER2 Loading 1222 jump table targets VM file ui compiled to 603006 bytes of code ui loaded in 1376864 bytes on the hunk 3 arenas parsed 1 arenas ignored to make count divisible by 4 20 bots parsed --- Common Initialization Complete --- Winsock Initialized Opening IP socket: localhost:27960 Hostname: FLUESTERER IP: 192.168.2.101 Requesting servers from the master... CL_ServersResponsePacket 112 servers parsed (total 112) CL_ServersResponsePacket 112 servers parsed (total 224) CL_ServersResponsePacket 112 servers parsed (total 336) CL_ServersResponsePacket 112 servers parsed (total 448) CL_ServersResponsePacket 112 servers parsed (total 560) CL_ServersResponsePacket 112 servers parsed (total 672) CL_ServersResponsePacket 112 servers parsed (total 784) CL_ServersResponsePacket 112 servers parsed (total 896) CL_ServersResponsePacket 112 servers parsed (total 1008) CL_ServersResponsePacket 112 servers parsed (total 1120) CL_ServersResponsePacket 112 servers parsed (total 1232) CL_ServersResponsePacket 112 servers parsed (total 1344) CL_ServersResponsePacket 112 servers parsed (total 1456) CL_ServersResponsePacket 112 servers parsed (total 1568) CL_ServersResponsePacket 112 servers parsed (total 1680) CL_ServersResponsePacket 112 servers parsed (total 1792) CL_ServersResponsePacket 102 servers parsed (total 1894) >Starting the map for the first time... ------ Server Initialization ------ Server: 13STONE_MOD7 RE_Shutdown( 0 ) Hunk_Clear: reset the hunk ok ----- R_Init ----- GL_VENDOR: NVIDIA Corporation GL_RENDERER: GeForce 8500 GT/PCI/SSE2 GL_VERSION: 2.1.1 GL_EXTENSIONS: GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader 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_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_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D 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_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp 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_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 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_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 GL_MAX_TEXTURE_SIZE: 8192 GL_MAX_TEXTURE_UNITS_ARB: 0 PIXELFORMAT: color(24-bits) Z(24-bit) stencil(0-bits) MODE: 6, 1024 x 768 fullscreen hz:N/A GAMMA: hardware w/ 0 overbright bits rendering primitives: single glDrawElements texturemode: GL_LINEAR_MIPMAP_NEAREST picmip: 0 texture bits: 32 multitexture: disabled compiled vertex arrays: enabled texenv add: enabled compressed textures: disabled Initializing Shaders ----- finished R_Init ----- ----- FS_Startup ----- Current search path: H:\Dokumente und Einstellungen\Wilko1\Anwendungsdaten\Quake3/baseq3 H:\MONKEYS of DOOM_02_sst\baseq3\ww_vm_08.pk3 (4 files) H:\MONKEYS of DOOM_02_sst\baseq3\ww_textures.pk3 (11 files) H:\MONKEYS of DOOM_02_sst\baseq3\ww_sprites.pk3 (4 files) H:\MONKEYS of DOOM_02_sst\baseq3\ww_sound.pk3 (117 files) H:\MONKEYS of DOOM_02_sst\baseq3\ww_shotgun.pk3 (64 files) H:\MONKEYS of DOOM_02_sst\baseq3\ww_scripts.pk3 (52 files) H:\MONKEYS of DOOM_02_sst\baseq3\ww_satan.pk3 (80 files) H:\MONKEYS of DOOM_02_sst\baseq3\ww_rubinie.pk3 (80 files) H:\MONKEYS of DOOM_02_sst\baseq3\ww_rocketl.pk3 (89 files) H:\MONKEYS of DOOM_02_sst\baseq3\ww_robinson.pk3 (84 files) H:\MONKEYS of DOOM_02_sst\baseq3\ww_railgun.pk3 (61 files) H:\MONKEYS of DOOM_02_sst\baseq3\ww_powerups.pk3 (92 files) H:\MONKEYS of DOOM_02_sst\baseq3\ww_pain.pk3 (88 files) H:\MONKEYS of DOOM_02_sst\baseq3\ww_music.pk3 (4 files) H:\MONKEYS of DOOM_02_sst\baseq3\ww_models.pk3 (11 files) H:\MONKEYS of DOOM_02_sst\baseq3\ww_menu.pk3 (110 files) H:\MONKEYS of DOOM_02_sst\baseq3\ww_machinegun.pk3 (56 files) H:\MONKEYS of DOOM_02_sst\baseq3\ww_kat1024toon3.pk3 (168 files) H:\MONKEYS of DOOM_02_sst\baseq3\ww_karl.pk3 (94 files) H:\MONKEYS of DOOM_02_sst\baseq3\ww_icons.pk3 (2 files) H:\MONKEYS of DOOM_02_sst\baseq3\ww_grenadel.pk3 (44 files) H:\MONKEYS of DOOM_02_sst\baseq3\ww_gibs.pk3 (21 files) H:\MONKEYS of DOOM_02_sst\baseq3\ww_gfx.pk3 (57 files) H:\MONKEYS of DOOM_02_sst\baseq3\ww_gauntlet.pk3 (33 files) H:\MONKEYS of DOOM_02_sst\baseq3\ww_botfiles.pk3 (74 files) H:\MONKEYS of DOOM_02_sst\baseq3\ww_affe.pk3 (65 files) H:\MONKEYS of DOOM_02_sst\baseq3\pak8.pk3 (2 files) H:\MONKEYS of DOOM_02_sst\baseq3\pak7.pk3 (4 files) H:\MONKEYS of DOOM_02_sst\baseq3\pak6.pk3 (22 files) H:\MONKEYS of DOOM_02_sst\baseq3\pak5.pk3 (1 files) H:\MONKEYS of DOOM_02_sst\baseq3\pak4.pk3 (4 files) H:\MONKEYS of DOOM_02_sst\baseq3\pak3.pk3 (4 files) H:\MONKEYS of DOOM_02_sst\baseq3\pak2.pk3 (4 files) H:\MONKEYS of DOOM_02_sst\baseq3\pak1.pk3 (4 files) H:\MONKEYS of DOOM_02_sst\baseq3\pak0.pk3 (182 files) H:\MONKEYS of DOOM_02_sst\baseq3\mapmedia.pk3 (167 files) H:\MONKEYS of DOOM_02_sst\baseq3\common-spog.pk3 (29 files) H:\MONKEYS of DOOM_02_sst\baseq3\13stone_mod7.pk3 (201 files) H:\MONKEYS of DOOM_02_sst/baseq3 ---------------------- 4378 files in pk3 files ************************************************** WARNING: pak8.pk3 is present but its checksum (2556995263) is not correct. Please re-install the point release ************************************************** ************************************************** WARNING: pak6.pk3 is present but its checksum (750398427) is not correct. Please re-install the point release ************************************************** ************************************************** WARNING: pak5.pk3 is present but its checksum (2556995263) is not correct. Please re-install the point release ************************************************** ************************************************** WARNING: pak4.pk3 is present but its checksum (2765761860) is not correct. Please re-install the point release ************************************************** ************************************************** WARNING: pak2.pk3 is present but its checksum (1926877407) is not correct. Please re-install the point release ************************************************** ************************************************** WARNING: pak1.pk3 is present but its checksum (1349256631) is not correct. Please re-install the point release ************************************************** ************************************************** WARNING: pak0.pk3 is present but its checksum (2556995263) is not correct. Please re-install the point release ************************************************** Loading vm file vm/qagame.qvm... ...which has vmMagic VM_MAGIC_VER2 Loading 901 jump table targets VM file qagame compiled to 1148803 bytes of code qagame loaded in 2692128 bytes on the hunk ------- Game Initialization ------- gamename: baseq3 gamedate: Sep 28 2007 0 teams with 0 entities 6 items registered ----------------------------------- Com_sprintf: overflow of 78 in 64 ------- BotLib Initialization ------- loaded weapons.c loaded items.c loaded syn.c loaded rnd.c loaded match.c ------------ Map Loading ------------ trying to load maps/13STONE_MOD7.aas loaded maps/13STONE_MOD7.aas found 8 level items ------------------------------------- 20 bots parsed 3 arenas parsed AAS initialized. ----------------------------------- >Changing texture detail RE_Shutdown( 0 ) ----- R_Init ----- GL_VENDOR: NVIDIA Corporation GL_RENDERER: GeForce 8500 GT/PCI/SSE2 GL_VERSION: 2.1.1 GL_EXTENSIONS: GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader 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_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_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D 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_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp 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_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 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_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 GL_MAX_TEXTURE_SIZE: 8192 GL_MAX_TEXTURE_UNITS_ARB: 0 PIXELFORMAT: color(24-bits) Z(24-bit) stencil(0-bits) MODE: 6, 1024 x 768 fullscreen hz:N/A GAMMA: hardware w/ 0 overbright bits rendering primitives: single glDrawElements texturemode: GL_LINEAR_MIPMAP_NEAREST picmip: 0 texture bits: 32 multitexture: disabled compiled vertex arrays: enabled texenv add: enabled compressed textures: disabled Initializing Shaders ----- finished R_Init ----- Loading vm file vm/ui.qvm... ...which has vmMagic VM_MAGIC_VER2 Loading 1222 jump table targets VM file ui compiled to 603006 bytes of code ui loaded in 1376864 bytes on the hunk 3 arenas parsed 1 arenas ignored to make count divisible by 4 20 bots parsed Loading vm file vm/cgame.qvm... ...which has vmMagic VM_MAGIC_VER2 Loading 819 jump table targets VM file cgame compiled to 803685 bytes of code cgame loaded in 4604640 bytes on the hunk ^1ERROR: Could not open "sound/world/electro.wav" ^3WARNING: could not find sound/world/electro.wav - using default ^1ERROR: Could not open "sound/weapons/plasma/plasmx1a.wav" ^3WARNING: could not find sound/weapons/plasma/plasmx1a.wav - using default stitched 0 LoD cracks ...loaded 3308 faces, 7 meshes, 434 trisurfs, 0 flares ^3WARNING: R_FindImageFile could not find 'sprites/bubble.tga' in shader 'waterBubble' ^3Shader waterBubble has a stage with no image ^3WARNING: R_FindImageFile could not find 'menu/medals/medal_defend.tga' in shader 'medal_defend' ^3Shader medal_defend has a stage with no image ^3WARNING: R_FindImageFile could not find 'gfx/damage/hole_lg_mrk.tga' in shader 'gfx/damage/hole_lg_mrk' ^3Shader gfx/damage/hole_lg_mrk has a stage with no image CL_InitCGame: 1.95 seconds 44 msec to draw all images Com_TouchMemory: 0 msec Unnamed Player^7 entered the game RE_Shutdown( 1 ) ----- Initializing Renderer ---- ------------------------------- ----- R_Init ----- SDL_Init( SDL_INIT_VIDEO )... OK Initializing OpenGL display ...setting mode 6: 1024 768 Using 8/8/8 Color bits, 24 depth, 0 stencil display. GL_RENDERER: GeForce 8500 GT/PCI/SSE2 Initializing OpenGL extensions ...ignoring GL_S3_s3tc ...using GL_EXT_texture_env_add ...ignoring GL_ARB_multitexture ...using GL_EXT_compiled_vertex_array ...ignoring GL_EXT_texture_filter_anisotropic GL_VENDOR: NVIDIA Corporation GL_RENDERER: GeForce 8500 GT/PCI/SSE2 GL_VERSION: 2.1.1 GL_EXTENSIONS: GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader 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_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_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D 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_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp 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_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 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_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 GL_MAX_TEXTURE_SIZE: 8192 GL_MAX_TEXTURE_UNITS_ARB: 0 PIXELFORMAT: color(24-bits) Z(24-bit) stencil(0-bits) MODE: 6, 1024 x 768 fullscreen hz:N/A GAMMA: hardware w/ 0 overbright bits rendering primitives: single glDrawElements texturemode: GL_LINEAR_MIPMAP_NEAREST picmip: 3 texture bits: 32 multitexture: disabled compiled vertex arrays: enabled texenv add: enabled compressed textures: disabled Initializing Shaders ----- finished R_Init ----- Loading vm file vm/ui.qvm... ...which has vmMagic VM_MAGIC_VER2 Loading 1222 jump table targets VM file ui compiled to 603006 bytes of code ui loaded in 1376864 bytes on the hunk 3 arenas parsed 1 arenas ignored to make count divisible by 4 20 bots parsed Loading vm file vm/cgame.qvm... ...which has vmMagic VM_MAGIC_VER2 Loading 819 jump table targets VM file cgame compiled to 803685 bytes of code cgame loaded in 4604640 bytes on the hunk ^1ERROR: Could not open "sound/world/electro.wav" ^3WARNING: could not find sound/world/electro.wav - using default ^1ERROR: Could not open "sound/weapons/plasma/plasmx1a.wav" ^3WARNING: could not find sound/weapons/plasma/plasmx1a.wav - using default stitched 0 LoD cracks ...loaded 3308 faces, 7 meshes, 434 trisurfs, 0 flares ^3WARNING: R_FindImageFile could not find 'sprites/bubble.tga' in shader 'waterBubble' ^3Shader waterBubble has a stage with no image ^3WARNING: R_FindImageFile could not find 'menu/medals/medal_defend.tga' in shader 'medal_defend' ^3Shader medal_defend has a stage with no image ^3WARNING: R_FindImageFile could not find 'gfx/damage/hole_lg_mrk.tga' in shader 'gfx/damage/hole_lg_mrk' ^3Shader gfx/damage/hole_lg_mrk has a stage with no image CL_InitCGame: 0.66 seconds 4 msec to draw all images Com_TouchMemory: 0 msec ^3WARNING: music file music/Obi_02 is not 22k stereo ----- Server Shutdown (Server quit) ----- ==== ShutdownGame ==== AAS shutdown. --------------------------- ----- CL_Shutdown ----- Closing SDL audio device... SDL audio device shut down. RE_Shutdown( 1 ) ----------------------- ... The only difference I can see is the "picmip 3" line, which doesn't seem to be the reason for the fps-boost, as the opposite change (from "picmip 3" to "picmip 0") causes the same result. Hm... |
Author: | Herr W [ 08-12-2008 06:43 AM ] |
Post subject: | Re: Strange "Texture Detail" effect on ioQuake3 |
Thanks to sst13 it appears much more concrete what could cause the bug described above and what not: Any change in the Grafic Settings ("Texture Quality", "Texture Filter" etc.) results in a performance boost, i.e. a restart of the engine makes it run much faster in general! - That doesn't solve the problem, but is a good hint I think... |
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