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| lol ^^ |
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By teathief - Posted on August 27, 2006 - 23:58:51 (#20512)
Current version when comment was posted: Alpha 4.1 |
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you are awesome thank you for working on this
and the xorg/xfree nv driver still doesn't have
3D >=) yet but beos does XD
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| NVidia & SMP |
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By ArDrakho - Posted on July 10, 2006 - 10:22:09 (#20133)
Current version when comment was posted: Alpha 4.1 |
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Since alpha 3 and alpha 4.0/4.1, I cannot run the Zeta OS for long with SMP enabled. After some time (it is invariable), for example, the terminal starts to overwrite at the bottom and does at every line upward. The clock in the Deskbar begins to overwrite to the point that you cannot read the minutes. The Tracker windows usually blank out, except when you highlight an item...but it soon becomes unreadable as well. I usually restart the system and it clears up until it starts again. I cannot get through any of my movies any more.
If I do not run in SMP enabled, no problems. This occurred in Zeta 1.0 & 1.1. I am having more issues at the moment with Zeta 1.2 to get any of the alpha 4.x versions to work at all. It freezes during startup. With SMP enabled or disabled...
I am going back the stock nv drivers for now.
Motherboard Specs:
AOpen DX-34 Plus
>>
CPU: Dual Intel Pentium III FC-PGA 600Mhz or above (100MHz / 133MHz)
Chipset: VIA Pro133A: VIA 694X CE + VIA 686A
Architecture: 1 * AGP Pro slot + 5 * PCI slots ( Bus Master )
On Board SCSI Controller: Adaptec 7899 Dual Channel Ultra 160 SCSI [DISABLED]
On Board Ethernet Controller: Intel 82559 Ethernet controller. [DISABLED]
High Performance AGP Pro Interface: 4X AGP Pro slot
Graphics Card: Dominator FX-5500 AGP
Please note: When I ran this card, alpha 4.0, BeOS R5 Pro--no problems, worked great in SMP!!!!
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| vote :) |
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By rudolfc - Posted on April 18, 2006 - 03:31:03 (#19507)
Current version when comment was posted: Alpha 4.1 |
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Speaking of which, for completeness sake I like you to know Beta was running in software mode after all.
Pfeww!
Rudolf.
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| email |
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By johndrinkwater - Posted on April 17, 2006 - 16:15:24 (#19503)
Current version when comment was posted: Alpha 4.1 |
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Yeah.. I have taken up most of the talkback page :|
.. to email
People, don't forget to vote!
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| Haiku: cloning failed... / @beta |
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By rudolfc - Posted on April 17, 2006 - 14:22:59 (#19502)
Current version when comment was posted: Alpha 4.1 |
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Hi,
Maybe we should continue trhough Email, if we continue this :)
Anyhow, I did a quick test on Haiku, and it's not going to work currently. The driver aborts with a 'cloning failed' message. From looking at the code it seems Haiku doesn't want to clone the shared_info area for my driver, although the Haiku flag for cloning is set in the kerneldriver (if all is right).
Maybe this is related with the Haiku trouble I currently have (again) with multiple cards: the system just hangs if I insert a second card (one matrox, one nvidia tested).
Care to investigate? (no pressure intended.. :)
Bye!
Rudolf.
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| @beta |
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By rudolfc - Posted on April 17, 2006 - 13:49:21 (#19501)
Current version when comment was posted: Alpha 4.1 |
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Hi,
I'll try again to copy the files (I've just installed the latest Haiku version on a hd here.)
Tell me, that speed drop, did you notice it on both dano/R5 _and_ Haiku? Or just haiku for instance? If it were just on Haiku then there might something else be influencing stuff I'd say as this is still a system in development..
I'm just curious, I want to get as much details out of you as is possible ;-)
Thanks! (for your time and efforst sofar :-)
Rudolf.
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| I'll need to remember how to get it running in Haiku |
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By johndrinkwater - Posted on April 17, 2006 - 12:04:57 (#19500)
Current version when comment was posted: Alpha 4.1 |
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"- Vesa mode? That's not the case", yeah, the post was made before I reported this as haiku bug 365, and you replied saying they load side-by-side - I have updated my site now so it doesn't confuse.
It would be best to contact nobbe0 about getting Quake* running on Haiku; as far as I remember, I copied your driver files across, and it just worked. Its not working atm for me though, I will play around more.
and as for correct kernel driver, thats ok too. Hmm, weird.
I think I might install the 3.5 drivers again, just to see how they behaved.. thanks for your help so far Rudolf!
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| R5 on P3-500/ @beta |
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By rudolfc - Posted on April 17, 2006 - 11:35:18 (#19499)
Current version when comment was posted: Alpha 4.1 |
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Hi,
Just tested Q2 in windowed mode for 320x240, and 640x480 in a 1024x768x32 desktop.
OpenGL: low res 32fps, 640 res, 34fps. fullscreen 25fps (GF2MX400, NV11, Alpha 4.1).
In software mode I looked at the messages in the console: you still see the nVidia renderer message, _unless_ you quit the game totally, and then start it directly in software mode: now there's no nVidia message.
So, sofar, no strange things here. Sound is enabled, default setting, EMU10k1 R5 driver.
I don't know how to test for no-artifacts, since I never had this situation yet with any of the drivers. (except for the time I fixed it by doing dynamic buffer resizing: that however I never released).
Would be cool if I could run on Haiku 8-)
Bye!
Rudolf.
(BTW you had the correct kerneldriver loaded? if you forgot to upgrade that, then the 3D driver will render slowly, or crash: shared_info's size was changed..)
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| Beta, more questions |
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By rudolfc - Posted on April 17, 2006 - 11:16:45 (#19498)
Current version when comment was posted: Alpha 4.1 |
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Hi,
Please tell me. I still don't get it. You point at a site that shows a speed comparison between Haiku and BeOS, running VESA(!) mode.
- So: please share with me how I get Q2 running with my driver on Haiku: I wasn't able to get this going yet: I must have missed something.
- Vesa mode? That's not the case. You can definately forget running my 3D driver if the 2D driver isn't up and running. Period. :)
From what I can tell, the speeds will be about right for a 500Mhz system with a TNT2 (although over here I get 17fps in 1024x768x32 with two TNT2's, and over 21fps on a P2-350 with a TNT2 ultra.
Seriously, the driver was never this fast before, testing with Q2 on all of my systems: no exceptions found. Though I never tested with <640x480 resolutions...
And seriously, the behaviour you say is new was always there. I'm not kidding. Though it's visibility varies over attempts and versions, the same theoretical 'fault' is always there.
Anyway, I'll run Q2 in 320x240 mode with Alpha 3.5 and Alpha 4.1 over here, just to be sure. And it's good to recognize any weak spots of course, so I can concentrate more in them for future versions ;-)
For now however, the results probably won't 'force' a new version: it will have to wait until a later date.
I'll test anyway, as said, and I will post the results here.
Thanks again!
BTW If you find out that there's some reason over there after all for these extraordinary results, I'd love to hear about it..
Bye!
Rudolf.
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| rudolf, More info |
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By johndrinkwater - Posted on April 17, 2006 - 06:14:33 (#19495)
Current version when comment was posted: Alpha 4.1 |
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I can confirm its running with the driver:
GL_VENDOR: Brian Paul
GL_RENDERER: Nvidia TNT2 (NV05) - driver Alpha 4.1
GL_VERSION: 1.2 Mesa 3.4.2
outputs to the console, and enabling logging makes the game so sluggish I had to kill it :^)
I have enabled fastwrites aswell.
No other software loaded, I'd even removed media_server to remove any audio load (though its negligible)
John
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| @beta - lowres speeddrop |
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By rudolfc - Posted on April 17, 2006 - 05:42:42 (#19494)
Current version when comment was posted: Alpha 4.1 |
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I forgot,
If you run in software mode, then the speeddrop is not because of the driver I expect. You must have another 'problem' then: other software running simultanously? PCI fastwrites enabled?
Good hunting!
Rudolf.
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| @beta |
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By rudolfc - Posted on April 17, 2006 - 05:40:08 (#19493)
Current version when comment was posted: Alpha 4.1 |
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Hi,
First off, thanks for reporting this. Feedback is important for me :-)
I'll do a low-res test to confirm your speed-drop findings. If this is so, then it's because we are now on Mesa 3.4.2 instead of Mesa 3.2.1.
On the other hand, the benchmarks you are pointing at are not real openGL benchmarks (?). You are running in the game's software mode, which uses it's internal low-res/low-quality/high-speed openGL software renderer. You still need the openGL library to be in place, as the game won't start without it, but the driver is not used.
Want to confirm? Enable full logging in the 2D driver and reboot. Now start the game, rendering should come to a practical standstill (<2-4fps). Also a giant nv.accelerant.3d.log file should be created.
If you drop to the console BTW, you should see a message somewhere in the beginning (GL_RENDERER) that tells you that you are running with Alpha 4.1.
If you see messages referring to software GL then it's not the driver. Another test: goto the game menu, select video and look at the mode: does it say 'default openGL'? If not, change that setting...
Please keep me posted, we should be on the same wavelenght here. Hopefully I understand you correctly..
Thanks in advance for further testing..
Rudolf.
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| "This behaviour is unchanged" |
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By johndrinkwater - Posted on April 17, 2006 - 03:19:49 (#19492)
Current version when comment was posted: Alpha 4.1 |
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This has changed for me between alpha 3.5 and 4.1; I have managed to run above screen resolution before.. I even have some fps stats from Quake2 on 3.5 here http://ezri.nextraweb.com/fw/haiku..performing..well..already/
(includes system+card spec)
I have also seen a dramatic drop in speed for 320x240 res between the updates.. would a driver log be handy?
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| 'oversized' resolution / memory management / @beta |
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By rudolfc - Posted on April 16, 2006 - 11:39:32 (#19489)
Current version when comment was posted: Alpha 4.1 |
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Hi,
This is a known problem. What I do currently is setting up fixed back and Z buffer sizes, equal to the screen's resolution. If you select a game resolution above the screen resolution, the output corrupts because buffers overlap then. 'Intended behaviour' at this time. :)
Of course, I should dynamically resize those buffers to be the size they need: that immediately fixes this problem (tested with Q2 over here before Alpha 4 release, but GLteapot kept on crashing.). I did not set this up yet, as it requires intensive knowledge of the inner working of Mesa, more specifically: the exact order in which it does things (during resize events).
As we are on Mesa 3.4.2 only temporary, and current Mesa probably behaves differently, I decided to leave this as is for now: it's workable enough for now I'd say.
(just set your desktop to be identical, or higher, than the output window size for a game you test.)
This behaviour is unchanged BTW: all older versions behave exactly the same in this respect.
--
The second downside of 'fixed' buffersize setup, is that for Quake2 you currently need 32Mb if you want to run it at 1024x768x32 without texture swapping. (I also need to find a more decent solution for overlay memory reserving, currently I just keep 6Mb reserved for that.)
So, in the end Quake2 will run in this mode with 16Mb without swapping textures, and 8Mb will be the minimum required memory for Q2 in 640x480 mode. (That would enable it to run even on 8Mb Matrox G200 cards without texture swapping in this low res, if we had a driver.)
--
Alpha 4.1 BTW does texture swapping correctly, which can't be said for older driverversions.
That's it for now. Hope this clears it up. Will get fixed over time :-)
Thanks for the compliment BTW!
Best regards,
Rudolf.
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| Large windows are a problem |
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By johndrinkwater - Posted on April 16, 2006 - 07:28:46 (#19487)
Current version when comment was posted: Alpha 4.1 |
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Awesome work as usual Rudolf!
Fullscreen GLQuake <3
I have had one problem crop up since the recent agp+2d+3d update, I can no longer have an opengl window/surface larger than the screen size or else the textures become corrupt. (tested with Quake3 and Quake2)
Its not that the card cant handle it - if I use the same mode in "fullscreen" it is fine.
It's not that important, but I found it when I was doing some pointless benchmarking :)
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| Alright |
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By sb - Posted on April 7, 2006 - 10:12:35 (#19377)
Current version when comment was posted: Alpha 4 |
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That makes me happy.
Thanks kraton and rudolfc for the quick answers.
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| @ kraton |
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By rudolfc - Posted on April 7, 2006 - 09:39:06 (#19376)
Current version when comment was posted: Alpha 4 |
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Hi,
Just install the 2D driver first, that should be no problem (get it from the 2D driver page, as that has a 'real ' installer.).
Then, get the 3D driver and just drag the libraries (two files from the 3D driver folder) to the correct spot. Reboot to make the 2D driver the running one, and try a 3D app.
Good luck!
Rudolf.
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| speed MX4000 |
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By rudolfc - Posted on April 7, 2006 - 09:36:19 (#19375)
Current version when comment was posted: Alpha 4 |
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Hi,
Sounds about right. The driver still needs a fast CPU to get that 800fps. In your case the speed bottleneck is indeed the CPU. Over here I have some 140fps on a dual P3-500, if I disable on CPU it drops to some 120fps. (openGL is single threaded yet).
If you want to really see how your card performs you'd better run Quake2 or something, at a higher resolution like 1024x768 in 32bit. With that setting the speedlimit is probably caused by the MX4000 GPU. You should see some 20-21 fps with SVN 2D driver 0.76 or higher, with V0.74 you should see some 14-15fps.
BTW I'll very soon release a new 2D / 3D driver combi: the 3D driver will be exactly the same as Alpha4, but recompiled to be compatible to the new 2D driver. Of course, 3D rendering speed will be higher as indicated just now, compared to the current default Alpha4 setup.
Hope this sets you on track :-)
Rudolf.
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| 130fps its great... |
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By kraton. - Posted on April 7, 2006 - 09:33:20 (#19374)
Current version when comment was posted: Alpha 4 |
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The time the Driver worked for me, I had around 90 to 100 fps with a TNT2 M64 Card on a 400MHz BX Board. So if yours running at 130fps I am sure you correctly installed the driver.
I tried to install the new driver too, on my machine, but unfortunately it will not work, the Teapot is running now without acceleration at 30 to 35fps. So I have to find out how to install this driver again. Every time if I try to install the driver it wont work out of the box... :-(
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| reference question |
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By sb - Posted on April 7, 2006 - 06:21:28 (#19373)
Current version when comment was posted: Alpha 4 |
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Hello,
I have a GeForce MX4000 running and I get around 130 fps with GLteapot, is that usual or did I maybe install the 3D driver not in the correct way, because I heard the pot spins up to 800 frames per second. (specs: AMD Geode processor at 600mhz, 768MB RAM, ZETA 1.1)
Thanks in advance.
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| @ 3Deyes - hint.. |
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By rudolfc - Posted on March 30, 2006 - 03:41:26 (#19329)
Current version when comment was posted: Alpha 4 |
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Hi again,
Just thought of this (again): could you possibly try to concentrate your BGLview efforts to direct mode only in the future? You'll probably note additional lagging in window position in non-direct mode for the existing non-direct mode games (at least).
If someone were to fix non-direct mode in BGLview so this error would be solved, that would mean that a software-version of Swapbuffers needed to be used: that will cost FPS, but is the only OK way for the driver for that mode probably.
In direct mode, the driver has a cliplist etc, so hardware swapping can be used. Currently I also use hardware swapping for non-direct mode obviously, as a software option simply does not exist (probably due to some Bitmap related 'sanity' checks inside R5/Dano's app server).
thanks for taking this into consideration :)
Rudolf.
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| @ 3Deyes |
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By rudolfc - Posted on March 30, 2006 - 03:33:34 (#19328)
Current version when comment was posted: Alpha 4 |
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As usual, you're very welcome!
It's good seeing this indeed :-)
(currently working on yet another attempt for more speed ;-)
Bye!
Rudolf.
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| new driver - new games... |
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By _3dEyes - Posted on March 30, 2006 - 01:36:52 (#19326)
Current version when comment was posted: Alpha 4 |
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Rudolf! Thank you for this driver!
Celestia and CubeEngine:
http://www.hanasoft.ru/index.php?go=Gallery
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| Re. BillardGl |
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By edmundf - Posted on March 28, 2006 - 10:30:00 (#19317)
Current version when comment was posted: Alpha 4 |
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I did not remove anything ( on purpose :-) )
I did however skipped some files that where already on my system, now I did "replace everything" and it works.
Thanks
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| Billiard GL |
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By rudolfc - Posted on March 28, 2006 - 10:00:24 (#19315)
Current version when comment was posted: Alpha 4 |
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You didn't by any chance remove libglut.so, did you? Please re-install BilliardGL to be sure...
Over here it's working normally.
Bye!
Rudolf.
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| BillardGL problem |
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By edmundf - Posted on March 28, 2006 - 09:54:46 (#19313)
Current version when comment was posted: Alpha 4 |
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Complaining about glutSpecialUpFunc
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| Teapot |
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By edmundf - Posted on March 28, 2006 - 03:19:12 (#19308)
Current version when comment was posted: Alpha 4 |
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Runs twice as fast as it did before :-)
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| Where can I send the Doom Juice? |
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By teathief - Posted on November 30, 2005 - 16:59:47 (#18482)
Current version when comment was posted: Alpha 3.5 |
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THANKYOUTHANKYOUTHANKYOU you won't regret this.
I won't forgot you when I rule the universe BYE! ;).
just kidding nice work your our god. :P
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| next up... |
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By rudolfc - Posted on November 29, 2005 - 12:58:53 (#18473)
Current version when comment was posted: Alpha 3.5 |
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oops, I forgot.
I plan to have a look at VIA 2D acc soon now, after which 3D comes into the picture again.
Maybe in the meantime I'll also (try to) setup a video consumer node to make use of multiple graphics cards in a system: the latest 2D matrox and nvidia driver have improved support for this stuff :-)
Other things that are on the wishlist is extended TVout support and DDC/EDID (monitor recoqnition) support for nVidia.
All in all I won't get bored any time soon, so to speak ;-)
Bye!
Rudolf.
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| zeta |
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By rudolfc - Posted on November 29, 2005 - 12:53:50 (#18472)
Current version when comment was posted: Alpha 3.5 |
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Hi,
You're right: it's just compiled on Dano. Once Zeta runs again over here I should probably take a look to see if it works there these days.
As mentioned, it's mostly just a recompile of a mix of the alpha2 and 3, so not much new, apart from a bit more speed. :-)
Rudolf.
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| Nice work |
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By ModeenF - Posted on November 29, 2005 - 11:23:13 (#18471)
Current version when comment was posted: Alpha 3.5 |
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Nice work as usualy :)
Have the nvidia drivers ben tested on Zeta or just compiled on dano?
So what plans do you have now? I'm following CIA every day to se whats happening in Haiku.. yes I'm a curious guy :)
Have you hade any time to look att 3D in VIA?
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| I use 32bit |
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By Netvampire - Posted on September 5, 2005 - 03:58:43 (#17643)
Current version when comment was posted: Alpha 3 |
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Hm, i always use 32 bit colormode. I use also the Dualhead setup utility for my 2 monitors, to stretch the desktop over it.
Is this the reason? I dont know...
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| segfault |
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By rudolfc - Posted on August 29, 2005 - 11:16:36 (#17570)
Current version when comment was posted: Alpha 3 |
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Hi,
The driver only works in 15,16 and 32 bit mode. If you are in 8bit mode then this error occurs.
Other than that I wouldn't know why it happened if the card is supported.
Best regards,
Rudolf ('live' from a Denmark holiday ;-)
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| is used the one from the driver pack |
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By Netvampire - Posted on August 23, 2005 - 05:23:19 (#17534)
Current version when comment was posted: Alpha 3 |
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is used the one from the driver pack
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| Don't use the orig |
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By Jess - Posted on August 22, 2005 - 11:13:50 (#17530)
Current version when comment was posted: Alpha 3 |
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Use the GL Teapot & apps provided in the driver package.
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| :( |
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By Netvampire - Posted on August 22, 2005 - 11:09:12 (#17529)
Current version when comment was posted: Alpha 3 |
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Ive never tested GlTeapot before, but ive installed the driver on my zeta 1.0 and the original GlTeapot says "Cound not open "GLTeapot". (Missing symbol "gluPerspective")" and the GlTeapot from the driver says:
Tread Name: GLTeapot
Error: segment violation
Team ID: 62 Tread ID: 3386
EIP: 0xe8fac459
Ive a Geforce4 Ti 4200 AGP 8x
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| to all people who like quake on BeOS |
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By BeOS Mr X - Posted on August 19, 2005 - 18:32:34 (#17505)
Current version when comment was posted: Alpha 3 |
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you need to join the official BeOS quake2 clan, so we can get going on Quake3. We need more members, without you, there can be NO quake3 on BeOS!
visit my webpage and then email me.
http://beq2.beworld.info
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| rudolf |
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By gmiranda - Posted on August 14, 2005 - 17:28:53 (#17472)
Current version when comment was posted: Alpha 3 |
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we're founding a brand new religion, and we wish you to be our god :P
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| Q3/other hardware |
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By rudolfc - Posted on August 14, 2005 - 13:38:39 (#17469)
Current version when comment was posted: Alpha 3 |
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Hi,
I'd certainly love it when we'd have quake 3 (finally :-)
Of course, I'll do my best to create that first 3D add-on for the Haiku GL kit: I am working on upgrading to Mesa 6.2.1 (driver now partially runs, although real acceleration is not yet there).
I also plan to do more work on Via Unichrome. It would make sense to me to create (actually port) the DRI VIA driver to BeOS as well. We'll see. Anyway, I expect VIA to be more extensive as a 3D add-on.
As I am already looking at DRI drivers a bit (to get enough info on how to plugin the nVidia driver acc in current Mesa, I might get a better picture of what needs to be done for those DRI drivers to run on BeOS.
Ah: daydreaming again :-). Let's just see what the future holds for us ;-)
Rudolf.
PS: So, anyone doing that port? ;-)
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| RE: Quake 3 |
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By gmiranda - Posted on August 13, 2005 - 18:42:04 (#17465)
Current version when comment was posted: Alpha 3 |
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I would buy the porter and rudolf a car.
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