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Material Test Suite

Posted: Sun Jun 13, 2010 2:06 pm
by JensAyton
As we move in the general direction of a stable release, we need some compatibility testing for the graphics changes in Oolite. In particular, we need as many people as possible to run the new material test suite for 1.74. That includes you. Yes, you. Especially you.

Note that this applies to all systems, including ones without shader support.

More information can be found on the test suiteā€™s very own wiki page. Test results may be e-mailed or posted in this thread.

Edit: An additional request: please also report if your system supports full shaders, but runs significantly slower that way.

Posted: Sun Jun 13, 2010 3:01 pm
by Griff
Windows 7 64-bit, nVidia driver version 197.45
Results at the end of the test oxp:
Vendor "NVIDIA Corporation"
Renderer: "GeForce 8800 GTS/PCI/SSE2
Texture image unit count: 32

All the cubes appeared OK, no missing cubes or display errors and i could see the space dust whilst flying around, it got suitably streaking when using the jump drive 'j' key and i put a planet between myself and the sun and saw that both the dust and my ship got shadowed properly. Awesome to see proper fading in and out of the dust particles whilst flying towards the planet (or any non black bit of the screen), no more black dots swimming around!

Posted: Sun Jun 13, 2010 3:07 pm
by Micha
Vaio TX47
OS: 32-bit Ubuntu Lucid
Display controller: Intel Corporation Mobile 945GM/GMS/GME, 943/940GML Express Integrated Graphics Controller (rev 03)
Vendor: Tungsten Graphics, Inc
Renderer: Mesa DRI Intel(R) 945GM GEM 20091221 2009Q4 x86/MMX/SSE2

Materials Test Suite:
* fixed-function - All tests passed.

Dust Test:
* 'shaders unavailable' - passed.
PC
OS: 64-bit Ubuntu Lucid
Display controller: VGA compatible controller: nVidia Corporation NV41 [Quadro FX 3450/4000 SDI] (rev a2)
Vendor: NVIDIA Corporation
Renderer: Quadro FX 3450/4000 SDI/PCI/SSE2
Texture Unit Image Count: 16

Materials Test Suite:
* fixed-function - All tests passed.
* simple - All tests passed.
* full - All tests passed.

Dust Test:
* Shaders off - passed
* Simple - visible in space, not visible in front of stars at normal speed
* Full - visible in space, not visible in front of stars at normal speed

Posted: Sun Jun 13, 2010 7:45 pm
by Zieman
WinXP 32 bit
ATI Radeon HD3870 / 512
Catalyst 10.5 + Ati Tray Tools 1.6.9.1472

Looks like everything works fine.

Posted: Sun Jun 13, 2010 8:09 pm
by Corny
Mac OS X 10.6 Snow Leopard
OpenGL Renderer:
Vendor: Intel Inc.
Rendered: Intel GMA 950 OpenGL Engine
Texture image unit count: 16

Results:
Everything looks fine. On "full" mode while testing, there are only black boxes, but that's prooobably because the GMA 950 doesn't support full shaders at all.

Posted: Sun Jun 13, 2010 8:11 pm
by JensAyton
Corny wrote:
Everything looks fine. On "full" mode while testing, there are only black boxes, but that's prooobably because the GMA 950 doesn't support full shaders at all.
Well, quite. The entire point is to find that out. (Actually, I already knew about this particular chip and this particular OS, but in general, this is about the most interesting type of report.)

Posted: Sun Jun 13, 2010 8:27 pm
by Uncle Reno
Mac OS X Version 10.6.3
OpenGL renderer "NVIDIA GeForce 9400M OpenGL Engine",
vendor "NVIDIA Corporation";
shaders are fully supported, texture image unit count is 16.

All tests looked fine but no pie at the end. :(

Posted: Sun Jun 13, 2010 8:41 pm
by Corny
Ahruman wrote:
(Actually, I already knew about this particular chip and this particular OS, but in general, this is about the most interesting type of report.)
Sorry that it didn't become clear that I was ironic. I already knew that as well, that's why I didn't investigate further.

Posted: Sun Jun 13, 2010 9:04 pm
by JensAyton
Corny wrote:
Sorry that it didn't become clear that I was ironic. I already knew that as well, that's why I didn't investigate further.
It is my experience that people go to great lengths to explain away problems rather than report them, so my tolerance for humour in this area is rather low. :-)

Posted: Sun Jun 13, 2010 9:18 pm
by Palmski
Windows 7 x64 Catalyst 10.5
ATI Radeon HD4890 1Gb

OpenGL renderer "ATI Radeon HD 4800 Series ",
vendor "ATI Technologies Inc.";
shaders are fully supported, texture image unit count is 16.

All tests passed, space dust looks just fine in all shader modes.

Pie eaten (but I had to buy my own), looking forward to trying the new and improved game itself.

Posted: Mon Jun 14, 2010 7:41 am
by Griff
OS: Windows XP Service pack 3
Video Card: GeForce FX 5200 Driver version 169.21

Test Results:
Vendor: "NVIDIA Corporation"
Renderer: "GeForce FX 5200/AGP/SSE/3DNOW!"
Texture image unit count: 16

Summary:
All Materials cube tests passed
Dust appeared OK in game

Posted: Mon Jun 14, 2010 10:03 am
by goran
[materialTest.start]: Starting material test suite 1.0 under Oolite 1.74 and Mac OS X Version 10.5.8 (Build 9L30) (PPC-32 test release) with OpenGL renderer "NVIDIA NV34MAP OpenGL Engine", vendor "NVIDIA Corporation"; shaders are fully supported, texture image unit count is 16.

Everything slow and OK. :)

Posted: Mon Jun 14, 2010 1:38 pm
by Cmd. Cheyd
Win Vista SP1 (32bit)

[rendering.opengl.version]: OpenGL renderer version: 3.0.0 ("3.0.0")
Vendor: NVIDIA Corporation
Renderer: Quadro NVS 140M/PCI/SSE2
[rendering.opengl.extensions]: OpenGL extensions (161):{Omitted by me}
[rendering.opengl.shader.support]: Shaders are supported.
[rendering.opengl.shader.mode]: Shader mode set to SHADERS_FULL.

Texture image unit count: 32
Passed 'em all with flying colors.

Posted: Mon Jun 14, 2010 10:56 pm
by Cows
Windows Vista SP 2 32-bit
OpenGL Renderer information:
Vendor: "NVIDIA Corporation"
Renderer: "GeForce 9800 GT/PCI/SSE2"
Texture Image Count: 32

Cubes: All Passed
Dust: All There

Posted: Tue Jun 15, 2010 12:24 am
by ChazFox
Test results:

Windows 7 64 Bit
Vendor: "NVIDIA Corporation"
Renderer "GeForce GTS 250/PCI/SSE2"
Texture Image Unit Count: 32

All cubes displayed correctly
Dust is nice and dusty

I may be a rookie pilot with a ship that veers constantly to the left, but I'm ever ready to help out with the development of this game! :D