On Mon, Jan 19, 2009 at 10:17:39AM +0100, Alf Schlichting wrote: > On Mon, Jan 19, 2009 at 07:08:36AM +0200, Antti Harri wrote: > > On Sun, 18 Jan 2009, Matthias Kilian wrote: > > > >> [X] arm by me (fps really sucks on zaurus) > > > > For people testing without acceleration this might speed > > things up in software mode: > > > > http://openarena.wikia.com/wiki/FAQ#I_have_no_3D_card_.2F_No_OpenGL_acceleration_.21 > > > > +set r_allowSoftwareGL 1 +set r_mode 0 +set r_lodbias 4 \ > > +set r_textureMode GL_NEAREST_MIPMAP_NEAREST +set r_picmip 2 +set \ > > r_vertexLight 1 > > > > -- > > Antti Harri > > > > I have been using ioquake3 with Quake 3 Arena for some time with > an Ati X800 as well as an X1950 Pro on an Intel Dual Core. I get > stuttering/distortion in sound every 3-5 minutes or more often > which is quite annoying. > > I tried different graphic settings from 1280x1024 with every knob > to max to 600x800 with r_picmip 10 and r_vertexlight 1. timedemo > gives 370 FPS, in game i have set it to com_maxfps 85. The stuttering > still continues. > The bugs in the audio code of ioquake3/quake3 are well known and > fixed in more advanced engines like cnq3 from promode.org > and the upcoming QuakeLive. > I backported the audio fixes from cnq3 (a ioquake3 fork) but the > symptoms are still there. > However, i remember to have running Quake 3 under Linux on a > 400 Mhz AMD K2 and a 3dfx card (later Ati 9200 with the x11-radeon driver) > as well as on a laptop with Windows XP and a 8mb Ati mobility card > without any issues regarding sound. > > That of course where the days before ioquake3's switch to SDL:) > Another SDL-based engine, Darkplaces (for Quake I) shows the same symptoms. > > Basically i think that load alone is not the issue here since reducing > the graphics to the bare minimum doesn't help. > > Forgot to say, since ca. 2 months i was forced to use aucat since useing > libsndio without aucat produces distortion. I'm at work now so no > dmesg, sorry. Soundcards i used where mainly 2 different soundblaster cards > and 1 azalia. > Btw., emu(4) and aucat proved to be an excellent solution so far > (beside the stuttering), no noticable latency. > > Alf > > Allthough i do not have a radeon in that machine at the moment i > can plug in one any time for testing, i would love to get this > working. >
the 2nd and 3rd chunks in ports/devel/sdl/patches/patch-src_audio_SDL_audio_c *could* be the problem here. but those did fix other SDL applications, and even stopped segfaults in some apps, at least with the audio(4) backend. the code is twisty, but I'm 99% sure at least the third chunk is correct. the second is not really correct, but as I said, it fixed some apps. it could be that this engine relies on the "vanilla" "broken" behaviour though. it does seem like a buffer size problem. running aucat pretty much guarantees there will be no conversions in SDL, which makes those changes irrelevant. since using aucat seems to help ... if you guys remove those changes and it significantly helps these games, I'll test other apps and see if they're still needed ... there's lots of SDL apps, but I think I remember some of the ones that were crashing without those changes. ffplay comes to mind. so do the nintendo emulators. -- [email protected] SDF Public Access UNIX System - http://sdf.lonestar.org
