On Mon, Jan 19, 2009 at 10:41:58AM +0000, Jacob Meuser wrote:
> 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
> 
I will try if i can find some time this week, thx.

Alf

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