Page 1 of 1

Available Video modes

Posted: Thu Apr 24, 2008 10:08 am
by jamesd256
Hi,

I'm trying to run Oolite on a UMPC. It runs Quake 3 at around 20 fps, so I was hoping to get decent results with Oolite.

So far, I have failed to achieve that, but I think this is largely since I can't access lower resolution modes.

My question is, how does Oolites determine what OpenGL resolution modes are available. On my laptop, I can select as low as 320x200 in Oolite.

What seems inconsistent is that on my UMPC, Quake 3 offers me a different set of OpenGL modes, with lower resolution ones available.

The OpenGL modes available don't match the desktop modes available either.

(With the usual apologies if this has been answered, I couldn't find anything.)

Thanks,

James

Posted: Fri Apr 25, 2008 5:45 pm
by another_commander
Oolite on PC uses standard SDL library functions to get from the operating system the display modes available. All of the modes found are listed on stderr.txt.

It is strange that the modes reported by Oolite don't match the desktop available ones. I guess it may be due to reasons specific to the UMPC. But I don't think that Oolite on anything less than 320x200 resolution will be playable anyway.

Additionally, Quake 3 at 20 fps is not impressive at all, really. If you get this kind of performance on such an old game, then I'm afraid there is not much to hope for in regards to performance with Oolite. Not sure what OpenGL support you have, but first thing I would do would be to upgrade the graphics drivers to the latest version.

If you want, can you please post the first 50 lines of your stderr.txt (located in the oolite.app folder)? Some enlightening information may be found there.

Posted: Sat Apr 26, 2008 3:20 pm
by jamesd256
Thanks for the reply.

I got 320x240 on my laptop, not my umpc.

If I could get 320x240 on my UMPC, I would be happy, but it won't gop lower than 640x480, as you will see from my stderr.

BTW, I am fully aware how crappy 20 fps is in q3, but it does indicate some open GL rendering ability.

Device: VIA/S3G UniChrome Pro II IGP
OpenGL :1.2
Driver: 6.14 (latest, I think)

2008-04-24 21:04:40.718 oolite.exe[112] File NSUserDefaults.m: 562. In [NSUserDefaults +standardUserDefaults] Improper installation: No language locale found
2008-04-24 21:04:40.765 oolite.exe[112] [log.header]: Opening log for Oolite version 1.71 (x86-32 test release) under Windows at 2008-04-24 21:04:40 +0100.
1 processors detected.
Note that the contents of the log file can be adjusted by editing logcontrol.plist.

2008-04-24 21:04:40.765 oolite.exe[112] [unclassified.MyOpenGLView]: initialising SDL
2008-04-24 21:04:41.062 oolite.exe[112] [unclassified.JoystickHandler]: init: numSticks=0
2008-04-24 21:04:41.062 oolite.exe[112] [unclassified.MyOpenGLView]: CREATING MODE LIST
2008-04-24 21:04:41.062 oolite.exe[112] [unclassified.MyOpenGLView]: Unknown architecture, defaulting to 1024x768
2008-04-24 21:04:41.062 oolite.exe[112] [unclassified.MyOpenGLView]: Added res 800 x 600
2008-04-24 21:04:41.062 oolite.exe[112] [unclassified.MyOpenGLView]: Added res 640 x 480
2008-04-24 21:04:41.062 oolite.exe[112] [unclassified.MyOpenGLView]: Added res 600 x 1024
2008-04-24 21:04:41.062 oolite.exe[112] [unclassified.MyOpenGLView]: Added res 480 x 800
2008-04-24 21:04:41.062 oolite.exe[112] [unclassified.MyOpenGLView]: Found mode {Height = 480; RefreshRate = 0; Width = 640; }
2008-04-24 21:04:42.546 oolite.exe[112] [unclassified.MyOpenGLView]: drawRect calling initialiseGLWithSize
2008-04-24 21:04:42.546 oolite.exe[112] [unclassified.MyOpenGLView]: Creating a new surface of 640 x 480
2008-04-24 21:04:42.765 oolite.exe[112] [unclassified.MyOpenGLView]: no universe, clearning surface
2008-04-24 21:04:42.765 oolite.exe[112] [rendering.opengl.version]: OpenGL renderer version: 1.2.0 ("1.2")
Vendor: S3 Graphics
Renderer: VIA/S3G UniChrome Pro II IGP/MMX/SSE
2008-04-24 21:04:42.765 oolite.exe[112] [rendering.opengl.extensions]: OpenGL extensions (34):
GL_ARB_point_parameters GL_ARB_multitexture GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_ARB_texture_env_combine GL_EXT_texture_env_combine GL_ARB_texture_env_dot3 GL_EXT_texture_env_dot3 GL_ARB_texture_env_add GL_EXT_texture_env_add GL_EXT_secondary_color GL_EXT_texture_lod_bias GL_ARB_texture_mirrored_repeat GL_EXT_stencil_wrap GL_EXT_fog_coord GL_ARB_transpose_matrix GL_EXT_separate_specular_color GL_EXT_rescale_normal GL_ARB_window_pos GL_EXT_draw_range_elements GL_EXT_abgr GL_EXT_bgra GL_EXT_packed_pixels GL_EXT_paletted_texture GL_EXT_vertex_array GL_EXT_compiled_vertex_array GL_WIN_swap_hint WGL_EXT_extensions_string WGL_ARB_extensions_string GL_EXT_texture_compression_s3tc GL_ARB_texture_compression GL_S3_s3tc
2008-04-24 21:04:42.765 oolite.exe[112] [rendering.opengl.shader.support]: Shaders will not be used (OpenGL extension GL_ARB_shader_objects is not available).
2008-04-24 21:04:42.953 oolite.exe[112] [searchPaths.dumpAll]: ---> OXP search paths:
(oolite.app/Resources, AddOns)
2008-04-24 21:04:42.953 oolite.exe[112] [dataCache.upToDate]: Data cache is up to date.
2008-04-24 21:04:43.656 oolite.exe[112] [ship.sanityCheck.failed]: Ship <PlayerEntity 0x1237fa8>{"(nil)" ID: 0 position: (0, 0, 0) scanClass: CLASS_NOT_SET status: STATUS_IN_FLIGHT} generated with infinite top speed!
2008-04-24 21:04:47.421 oolite.exe[112] [script.javaScript.context.create]: Creating JS context.
2008-04-24 21:04:47.421 oolite.exe[112] [script.javaScript.context.create]: Creating JS context.
2008-04-24 21:04:47.421 oolite.exe[112] [script.load.world.listAll]: Loaded 5 world scripts: "oolite-cloaking-device" 1.71, "oolite-constrictor-hunt" 1.71, "oolite-nova" 1.71, "oolite-thargoid-plans" 1.71, "oolite-trumbles" 1.71
2008-04-24 21:04:52.281 oolite.exe[112] [dataCache.willWrite]: About to write data cache.
2008-04-24 21:04:52.375 oolite.exe[112] [dataCache.write.success]: Wrote data cache.
2008-04-24 21:05:05.421 oolite.exe[112] [unclassified.MyOpenGLView]: Found mode {Height = 480; RefreshRate = 0; Width = 640; }
2008-04-24 21:05:17.796 oolite.exe[112] [unclassified.MyOpenGLView]: Found mode {Height = 480; RefreshRate = 0; Width = 640; }
2008-04-24 21:05:59.796 oolite.exe[112] [unclassified.MyOpenGLView]: Found mode {Height = 480; RefreshRate = 0; Width = 640; }
2008-04-24 21:06:03.015 oolite.exe[112] [unclassified.MyOpenGLView]: Creating a new surface of 640 x 480
2008-04-24 21:06:11.078 oolite.exe[112] [unclassified.MyOpenGLView]: Creating a new surface of 640 x 480
2008-04-24 21:06:17.281 oolite.exe[112] [unclassified.MyOpenGLView]: Creating a new surface of 600 x 1024
2008-04-24 21:06:21.453 oolite.exe[112] [unclassified.MyOpenGLView]: Creating a new surface of 480 x 800
2008-04-24 21:06:34.921 oolite.exe[112] [unclassified.MyOpenGLView]: Creating a new surface of 1024 x 768

Posted: Sat Apr 26, 2008 3:48 pm
by Frame
jamesd256 wrote:
2008-04-24 21:04:42.765 oolite.exe[112] [rendering.opengl.extensions]: OpenGL extensions (34):

GL_ARB_point_parameters
GL_ARB_multitexture
GL_EXT_blend_color
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_ARB_texture_env_combine
GL_EXT_texture_env_combine
GL_ARB_texture_env_dot3
GL_EXT_texture_env_dot3
GL_ARB_texture_env_add
GL_EXT_texture_env_add
GL_EXT_secondary_color
GL_EXT_texture_lod_bias
GL_ARB_texture_mirrored_repeat
GL_EXT_stencil_wrap
GL_EXT_fog_coord
GL_ARB_transpose_matrix
GL_EXT_separate_specular_color
GL_EXT_rescale_normal
GL_ARB_window_pos
GL_EXT_draw_range_elements
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_packed_pixels
GL_EXT_paletted_texture
GL_EXT_vertex_array
GL_EXT_compiled_vertex_array
GL_WIN_swap_hint
WGL_EXT_extensions_string
WGL_ARB_extensions_string
GL_EXT_texture_compression_s3tc
GL_ARB_texture_compression GL_S3_s3tc
Extentions tells you what your GFX card i able to hardware accelerate

For a comparison, i got 84 exstentions, to yours 34...
ATI HD 2600 XT From HIS

namely

Code: Select all

GL_ARB_depth_texture
GL_ARB_draw_buffers
GL_ARB_fragment_program
GL_ARB_fragment_shader
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_shader_objects
GL_ARB_shading_language_100
GL_ARB_shadow
GL_ARB_shadow_ambient
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_crossbar
GL_ARB_texture_env_dot3
GL_ARB_texture_float
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_envmap_bumpmap
GL_ATI_fragment_shader
GL_ATI_meminfo
GL_ATI_separate_stencil
GL_ATI_texture_compression_3dc
GL_ATI_texture_env_combine3
GL_ATI_texture_float
GL_EXT_bgra
GL_EXT_blend_color
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_compiled_vertex_array
GL_EXT_copy_texture
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_framebuffer_object
GL_EXT_framebuffer_object
GL_EXT_gpu_program_parameters
GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil
GL_EXT_packed_pixels
GL_EXT_point_parameters
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shadow_funcs
GL_EXT_stencil_wrap
GL_EXT_subtexture
GL_EXT_texgen_reflection
GL_EXT_texture3D
GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_add
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp
GL_EXT_texture_object
GL_EXT_texture_rectangle
GL_EXT_texture_sRGB
GL_EXT_vertex_array
GL_KTX_buffer_region
GL_NV_blend_square
GL_NV_texgen_reflection
GL_SGIS_generate_mipmap
GL_SGIS_texture_edge_clamp
GL_SGIS_texture_lod
GL_WIN_swap_hint
WGL_EXT_swap_control
As far as i can read, your Graphic card got a complete lack of any hardware acceleration for Shaders.. so they should be turned completely off...

Where as it does to appear to support Hardware acceleration for polygon drawing (GL_EXT_vertex_array ,GL_EXT_compiled_vertex_array )


it is also a good idea to set all of your options to the fastest setting... for example i can read that your card cant hardware accelerate anisotropic filtering...

All in all your card can render 3d objects, but not very well... since most of the calculations required by modern games has to run by the CPU rather than the GPU... which is also why you get 20 FPS in Quake 3...

Cheers Frame...

Posted: Sat Apr 26, 2008 4:00 pm
by jamesd256
Thanks Frame.

The tropuble is, I can't find any documentation that explains how to set all the graphics options.

I would still love to know how to access 320x240 too.

Posted: Fri May 02, 2008 3:42 pm
by jamesd256
Just FYI, everything is running great on my UMPC now.

I'm running a program called GLDirect which emulates OpenGL via DirectX hardware.

It upgraded my OpenGL support to 1.4, gave me more extensions supported and the framerate has gone up a bit too.

I havn't measured the difference in Oolite, but just for reference, it has about doubled my frame rate in Quake 3.

Anyone who thinks the game should run better on their HW, I highly recommend you experiment with this tool.

Posted: Fri May 02, 2008 3:49 pm
by jamesd256
Sorry to flood the thread, but SciTech have just replied to me saying the product (GLDirect) is no longer in development, but the latest version is now completely free!

Here you will find the full version, plus a free registration code:

ftp://ftp.scitechsoft.com/gld

In addition, they plan to release the code as open source.

Posted: Mon May 05, 2008 5:41 am
by Commander McLane
Never mind, two posts wouldn't yet be considered flooding. :wink:

But if you want to avoid a double post on the same or a similar issue, there is the edit-button at the top right corner of each of your posts. Just click it and edit, add or delete what you want, then post again. If you edit the last post of a thread, the fact of being edited wouldn't even be visible to the other readers. :)

Posted: Tue May 06, 2008 9:00 am
by jamesd256
Ok, thanks for the info.