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digital vomit with latest MESA #386
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capture the screen and post the result here to see what sort of problem you might have |
That looks like what used to happen with an older nvidia driver blob and Chrome (unrelated to this project).
RadeonSI/Gallium3D drivers are too problematic. The same can be said about using nouveau - for which I will never do for gaming. No need to use a PPA - http://support.amd.com/en-us/download/linux Edit: News link showing source of Chrome & nVidia GPU "bleed" http://news.softpedia.com/news/nvidia-gpus-break-google-chrome-s-incognito-mode-498716.shtml |
The RadeonSi drivers are currently much faster than AMDGPU drivers, except for Vulkan performance. Plus it gives me OpenGL4.5 support. Also the glitching you're seeing is not from a web browser but from the game itself. How the Google crap got in there is beyond me. |
Probably uninitialized memory (buffers) still holding old data. |
A simple solution would be to remove the Padoka PPA, but then I downgrade my graphics driver. So maybe this is a new bug introduced to the drivers since these are bleeding edge, but then why does nothing else have problems? Also for the hell of it I tried "MESA_GL_VERSION_OVERRIDE=3.3 rbdoom3bfg" and it gave the error "ERROR: GL_ARB_multitexture not available". So that's odd. I tried with opengl4.5 with no difference. |
Have a laptop with a Radeon HD 6370 GPU and it hadn't been updated in a while, so I tried RBDOM3BFG and it worked fine with Padoka PPA. Updated the system, which means updated drivers and I get the same digital vomit. Which means a new update broke something. |
It's not limited to Padoka (please rename the bug because it's misleading). It's a general issue with latest Mesa. Here is what I get with latest Mesa master and AMD RX 480:
It does work with older Mesa indeed (though the game looks rather poorly polygonal, may be antialisaing doesn't work at all?). I'll file a separate bug about that. |
I'm also getting this during run:
I think it mixes up OpenGL version, and doesn't run in core profile as it should. Is the game using compat profile for some reason? When running like this:
I get:
It seems to be related to #137. |
OK, I was able to work around it like this. I commented out all checks like:
And so on, which verify availablity of OpenGL extensions. Then I run the game like this:
And it works, and even antialiasing works as it should. I suppose the library which reports availability of extensions to the game is buggy. Though visually, textures seem to be low quality. May be this hack still doesn't enable usage of all extensions. I suppose going through the code, you can enable all options where similar checks are done. |
I updated the title of this so that it isn't just about Padoka. I've also tried Oibaf PPA with similar results. So it seems that because RBDOOM3BFG uses compat profile instead of core profile that this is what causes the problem? Also is there an official fix or we need to comment out some if statements? |
I'm not sure if commenting out those checks is a proper fix. Developers can probably explain it better, but I suspect that the game relies on compat profile, and it's a problem. It really should be rewritten to use core profile only. I'll try analyzing the part which sets OpenGL parameters to see what's going on. |
Yep, extensions that the game log reports are from compat profile, not from core profile. |
#391 may be related – re-test with that applied and see what you get. |
in the image, what is it the problem? is it the added brightness in the planar flashlight texture (the one simulating the light interaction with the medium)? if so, this is due that robert changed the gamma value handling of textures for the new renderer, so transparent textures where designed for an incorrect gamma math, so all transparent effects look either too bright or too faint ( like imp fireballs that look way too dark ) this is due the assets where made for that incorrect gamma math in the vanilla renderer and so transparent assets need to be readjusted. |
That image appears like some gray mesh, instead of actual light effect. I.e. very wrong. Also, I'm not sure if quality of the final result is good with Mesa. Can you post an image how to looks with Nvidia blob? I don't have an Nvidia card to compare. |
I use Intel and it looks the same as your image, those problems where announced when Robert applied the new Gamma math, it's the assets. take a look how imps fireball look, and you can see any let's play to see how they should look like, the same problem the assets conflicting with the new Gamma math. |
I see. And there is no way to fix that? I vaguely remember playing the original binary release with Nvidia card in the past, and visuals were way better. I still suspect some stuff from compat profile is missing, and textures look worse with Mesa. Since you are using Intel (Mesa), I'd expect a similar result in the sense of compat vs core profile. It would be good to compare to Nvidia blob anyway (not in regards to the lighting effect, but quality of textures in general). |
there are three ways, none of them is my favourite:
assets created anew should be done taking into account the new gamma workflow and so they shouldn't display such errors. In Nvidia cards and on windows that error also occurs. |
How exactly it can be done? I suppose some entries in config file? |
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Thanks, trying that now. |
Yep, that did it and it looks much better with game assets. Thanks for your help! |
Hm, I'm a bit confused now. I see that
Are already in my D3BFGConfig.cfg And even if I remove them from there, they reappear. Are they default? Also, do values in autoexec.cfg have priority over D3BFGConfig.cfg? |
both might be 1 by default |
Strange, somehow even when I remove those values from everywhere, they reappear in D3BFGConfig.cfg on next restart with values 0. |
How did you install the mod? |
I just copied it into the game directory like they recommend (aligning base path). But there is probably something else I'm missing. |
Tried just copying the base directory and the game will load a save but then go back to the menu. Something isn't working right. |
Doom 3 BFG did not ship with the uncompressed TGA textures but only with compressed DXT textures which are in the newly introduced id Tech 5 .bimage files. You can't have the same texture quality with them. For the flashlight: Well it is an issue with HDR and the flashlight. RBDOOM-3-BFG has an additional brightness pass with r_forceAmbient 0.2 by default so you don't need the flashlight that often. |
So how is that mod above supposed to work according to its authors? |
well, he is the author... |
@BielBdeLuna: who is? |
@RobertBeckebans ^^^ the one you asked it too |
Ah, great. @RobertBeckebans: So how are those high res textures supposed to work in that mod? |
I'm curious too cause when you download those textures it comes with RBDoom3BFG.exe. |
you can drop them into the base folder ( within their correct folder if they don't have it already, and if those texture come inside a pk4, then you should unzip it and put it's content within the base folder preserving their structure as inside the pk4 ), or as a mod in it's own folder (with the same precautions), anyway, the textures should come with a text file explaining how to open them. |
Looks like the mod author's repo is here. I wonder if code is the same, or it's modified to support the mod. |
@dukenukemx: OK, I was able to activate better texures. First I made a directory in game installation path (let's say Then run the game like this:
I used original compiled engine (from this repo), but I suppose the forked one has some tweaks to better support those textures. Original one worked OK (at least in the starting area). Textures are visibly much nicer. Also, I couldn't use old save - it required to start a new game apparently. And on start it takes some time to generate some assets as well. They are placed in |
wow lol |
@y2keeth: Hi! :) Are your textures supposed to work with stock RBDOOM-3-BFG, or your fork is needed to use them properly? |
suppose to work with any rbdoom3bfg, my fork just has a few things like sodes4fun stencil shadows fix and self shadowing added |
i dont know why you are having issues, sorry |
@shmerl I tried what you said. In the .rbdoom3bfg folder I made a highresmod folder and copied the base from Doom3BFG and then copied the files from the base folder from the texture mod. Ran your command and when the game loads it just crashes back to menu. Not sure what I'm doing wrong. |
@dukenukemx: No, you don't need to copy files from base of Doom3BFG. Just copy files from the base of the mod. Also, there is a patch for it, which I used. See the download site. |
@shmerl Thanks I got it working. I can tell that not all the textures were upgraded but it still looks a lot better than it did before. Also you have no choice but to start a new game, cause that was my problem. I kept resuming a save and that save no longer works. Gotta start a new game. |
Yep, new game is required it seems. |
this is why I miss the installer |
still no idea what you are doing wrong. should be just extract the 7z into the doom 3 bfg folder (where doom 3 bfg .exe is), thats it. |
Hi, I occasionally got here from a forum. I took a cursory look through the thread, and I want to note for everyone that you can't blindly install latest development drivers, and go complain to peoples unrelated to drivers. Well, not unless you bugreport contains sentence Damn, you should be thankful your system is working at all! The feature freeze before releasing to stable doesn't happens for lols! Your algorithm to bugreporting should be:
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Testing Mesa devel is perfectly fine. |
I am not saying it's not, I am saying that if you see problems with devel, you should either provide technical details about why the problem is in the application, or to mention that you've tested stable too. OP did neither. |
Hello, As there been some progress on the matter? |
terzag, just compiled from git and it works fine. On Ubuntu 16.04 with Mesa 17. This issue should be closed. |
Hello, i am running Ubuntu 18.04 with nvidia drivers installed and working. Here is the output from my console: While compiling vertex program renderprogs/AmbientOcclusion_minify.vertex1: // filename renderprogs/AmbientOcclusion_minify.vertex
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I'm running Mint 18.2 with RBDOOM3BFG installed from Ubuntu repository, and I had no problem running the game with my Radeon HD 7850. But when I installed Padoka PPA for latest AMD RadeonSi drivers I get corrupted screen that's incomprehensible. Essentially digital vomit. I also tried compiling the latest version from this Github with the same results.
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