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
