JACoders / OpenJK

Community effort to maintain and improve Jedi Academy (SP & MP) + Jedi Outcast (SP only) released by Raven Software
GNU General Public License v2.0
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Poor performance on OSX due to lack of GL_EXT_compiled_vertex_arrays #633

Open kikili opened 9 years ago

kikili commented 9 years ago

\ Edit by Xycaleth ** Problem is identified as use of high anisotropic filtering, but more importantly lack of GL_EXT_compiled_vertex_arrays on OS X. Solutions would be to use GL_APPLE_vertex_array_range if available, or GL_ARB_vertex_buffer_object.

\ Original text ** I've tried several times OpenJK on mac, and it's really a great job done here. BTW I still have big rendering issues with my Mac. Please find attached some screenshots where you can look at rendering. Also I attached screenshots.

shot2015-02-22_20-15-04 shot2015-02-24_17-11-23

kikili commented 9 years ago

Console log from Jedi Academy Steam ;

...detecting CPU, found detect
Initializing OpenGL subsystem
...initializing QGL
aglVersion: 2.0
CoreGraphics gamma table loaded
...setting mode 16: 1920x1200
...AGL_FULLSCREEN, 1920x1200 at 0Hz
Initializing OpenGL extensions
...GL_EXT_texture_compression_s3tc available
...no tc preference specified
.....using GL_EXT_texture_compression_s3tc
...using GL_EXT_texture_env_add
...GL_EXT_texture_filter_anisotropic available
...using GL_EXT_texture_filter_anisotropic
...Using texture_edge_clamp
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
...using GL_ARB_point_parameters
...using GL_ARB_multisample
...using GL_APPLE_transform_hint
...using GL_APPLE_client_storage
...GL_NV_register_combiners not found
Changing nVidia FSAA samples to 0
...r_nv_quincunx is 0
Changing AGL_SWAP_INTERVAL
Changing ATI FSAA samples to 1
Changing nVidia FSAA samples to 0
...r_nv_quincunx is 0
Selected pixel format 0x3020d98
TEXTURE_MEMORY: 0
VIDEO_MEMORY: 0
red:8 green:8 blue:8 alpha:8 depth:24 stencil:0
BUFFER_SIZE: 32
PIXEL_SIZE: 32
RENDERER_ID: 16915206

GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: ATI Radeon HD 6770M OpenGL Engine
GL_VERSION: 2.1 ATI-1.30.5
GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_seamless_cube_map GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_compression_rgtc 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_texture_rg GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_draw_buffers2 GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_rectangle GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_APPLE_aux_depth_stencil GL_APPLE_client_storage GL_APPLE_element_array GL_APPLE_fence GL_APPLE_float_pixels GL_APPLE_flush_buffer_range GL_APPLE_flush_render GL_APPLE_object_purgeable GL_APPLE_packed_pixels GL_APPLE_pixel_buffer GL_APPLE_rgb_422 GL_APPLE_row_bytes GL_APPLE_specular_vector GL_APPLE_texture_range GL_APPLE_transform_hint GL_APPLE_vertex_array_object GL_APPLE_vertex_array_range GL_APPLE_vertex_point_size GL_APPLE_vertex_program_evaluators GL_APPLE_ycbcr_422 GL_ATI_blend_equation_separate GL_ATI_blend_weighted_minmax GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_IBM_rasterpos_clip GL_NV_blend_square GL_NV_conditional_render GL_NV_depth_clamp GL_NV_fog_distance GL_NV_light_max_exponent GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGI_color_matrix GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod 
GL_MAX_TEXTURE_SIZE: 16384
GL_MAX_ACTIVE_TEXTURES_ARB: 8

PIXELFORMAT: color(24-bits) Z(24-bit) stencil(0-bits)
MODE: 16, 1920 x 1200 fullscreen hz:N/A
GAMMA: hardware w/ 0 overbright bits
CPU: detect @ 2147483648.000000 MHz
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 2
texture bits: 32
lightmap texture bits: 32
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: enabled
compressed lightmaps: disabled
texture compression method: GL_EXT_texture_compression_s3tc
anisotropic filtering: enabled  (2.437500 of 16.000000)
Dynamic Glow: disabled

------- sound initialization -------
----- Sound Info -----
sound system is muted
    1 stereo
32768 samples
   16 samplebits
 2048 submission_chunk
22050 speed
0x984480 dma buffer
No background file.
----------------------
------------------------------------

--- ambient sound initialization ---
Sound memory manager started
Loading dll file ui.
Mach-O bundle ui loaded (pk3)
--- Common Initialization Complete --- 
kikili commented 9 years ago

Console log from OpenJk :

logfile opened on Wed Feb 25 09:55:13 2015

----- Initializing Renderer ----
Trying to load "rd-vanilla_x86.dylib" from "./openjk.x86.app/Contents/MacOS"...
QKEY found.
SDL using driver "cocoa"
Initializing OpenGL display
Display aspect: 1.600
...setting mode -1: 1920 1200
Using 24 color bits, 24 depth, 0 stencil display.
Available modes: '800x500 960x600 1024x640 1152x720 1280x800 1344x840 1600x1000 1680x1050 1920x1200 720x480 640x480 800x600 1024x768 1280x960 1344x1008 1600x1200 1280x1024'
GL_RENDERER: AMD Radeon HD 6770M OpenGL Engine
Initializing OpenGL extensions
...GL_EXT_texture_compression_s3tc available
...no tc preference specified
.....using GL_EXT_texture_compression_s3tc
...using GL_EXT_texture_env_add
...GL_EXT_texture_filter_anisotropic available
...using GL_EXT_texture_filter_anisotropic
...using GL_EXT_texture_edge_clamp
...using GL_ARB_multitexture
...GL_EXT_compiled_vertex_array not found
...GL_NV_register_combiners not found

GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: AMD Radeon HD 6770M OpenGL Engine
GL_VERSION: 2.1 ATI-1.30.5
GL_ARB_color_buffer_float GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_seamless_cube_map GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_compression_rgtc 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_texture_rg GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_draw_buffers2 GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_rectangle GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_APPLE_aux_depth_stencil GL_APPLE_client_storage GL_APPLE_element_array GL_APPLE_fence GL_APPLE_float_pixels GL_APPLE_flush_buffer_range GL_APPLE_flush_render GL_APPLE_object_purgeable GL_APPLE_packed_pixels GL_APPLE_pixel_buffer GL_APPLE_rgb_422 GL_APPLE_row_bytes GL_APPLE_specular_vector GL_APPLE_texture_range GL_APPLE_transform_hint GL_APPLE_vertex_array_object GL_APPLE_vertex_array_range GL_APPLE_vertex_point_size GL_APPLE_vertex_program_evaluators GL_APPLE_ycbcr_422 GL_ATI_blend_equation_separate GL_ATI_blend_weighted_minmax GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_IBM_rasterpos_clip GL_NV_blend_square GL_NV_conditional_render GL_NV_depth_clamp GL_NV_fog_distance GL_NV_light_max_exponent GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGI_color_matrix GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod 
GL_MAX_TEXTURE_SIZE: 16384
GL_MAX_ACTIVE_TEXTURES_ARB: 8

PIXELFORMAT: color(24-bits) Z(24-bit) stencil(0-bits)
MODE: -1, 1920 x 1200 fullscreen hz:N/A
GAMMA: hardware w/ 0 overbright bits
rendering primitives: multiple glArrayElement
texturemode: GL_LINEAR_MIPMAP_LINEAR
picmip: 2
texture bits: 32
lightmap texture bits: 32
multitexture: enabled
compiled vertex arrays: disabled
texenv add: enabled
compressed textures: enabled
compressed lightmaps: disabled
texture compression method: GL_EXT_texture_compression_s3tc
anisotropic filtering: enabled  (16 of 16)
Dynamic Glow: disabled
xycaleth commented 9 years ago

Hi! I see you're running the MBII mod. Do you still have rendering problems when not running MBII? Also, what version of OS X are you running?

I also see a difference in the way the rendering is done between the Steam version and OpenJK. Do you have r_primitives set to 0 under OpenJK?

Razish commented 9 years ago

See if any of these fix it: r_overbrightBits 1 r_mapOverbrightBits 1 r_ext_compress_textures 0 r_picmip 0

Or just a cvar_restart followed by vid_restart

ensiform commented 9 years ago

What about turning texture compression off?

kikili commented 9 years ago

"A cvar_restart followed by vid_restart" did the job. I had then to put back my custom resolution of 1920x1200 and set full screen. But actually that works. Any idea what goes wrong ? Thanks for the help, anyway !!!

ensiform commented 9 years ago

Well that's because it sets all user settable cvars back to the default. But that's good.

Can you show the new log ?

kikili commented 9 years ago

Ok Here is new screen shot and console. That still doesn't explain why some features are missing and rendering seems slower than with steam version. shot2015-02-26_22-27-24

SDL using driver "cocoa"
Initializing OpenGL display
Display aspect: 1.600
...setting mode -1: 1920 1200
Using 24 color bits, 24 depth, 8 stencil display.
Available modes: '800x500 960x600 1024x640 1152x720 1280x800 1344x840 1600x1000 1680x1050 1920x1200 720x480 640x480 800x600 1024x768 1280x960 1344x1008 1600x1200 1280x1024'
GL_RENDERER: AMD Radeon HD 6770M OpenGL Engine
Initializing OpenGL extensions
...GL_EXT_texture_compression_s3tc available
...no tc preference specified
.....using GL_EXT_texture_compression_s3tc
...using GL_EXT_texture_env_add
...GL_EXT_texture_filter_anisotropic available
...using GL_EXT_texture_filter_anisotropic
...using GL_EXT_texture_edge_clamp
...using GL_ARB_multitexture
...GL_EXT_compiled_vertex_array not found
...GL_NV_register_combiners not found

GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: AMD Radeon HD 6770M OpenGL Engine
GL_VERSION: 2.1 ATI-1.30.5
GL_ARB_color_buffer_float GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_seamless_cube_map GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_compression_rgtc 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_texture_rg GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_draw_buffers2 GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_rectangle GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_APPLE_aux_depth_stencil GL_APPLE_client_storage GL_APPLE_element_array GL_APPLE_fence GL_APPLE_float_pixels GL_APPLE_flush_buffer_range GL_APPLE_flush_render GL_APPLE_object_purgeable GL_APPLE_packed_pixels GL_APPLE_pixel_buffer GL_APPLE_rgb_422 GL_APPLE_row_bytes GL_APPLE_specular_vector GL_APPLE_texture_range GL_APPLE_transform_hint GL_APPLE_vertex_array_object GL_APPLE_vertex_array_range GL_APPLE_vertex_point_size GL_APPLE_vertex_program_evaluators GL_APPLE_ycbcr_422 GL_ATI_blend_equation_separate GL_ATI_blend_weighted_minmax GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_IBM_rasterpos_clip GL_NV_blend_square GL_NV_conditional_render GL_NV_depth_clamp GL_NV_fog_distance GL_NV_light_max_exponent GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGI_color_matrix GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod 
GL_MAX_TEXTURE_SIZE: 16384
GL_MAX_ACTIVE_TEXTURES_ARB: 8

PIXELFORMAT: color(24-bits) Z(24-bit) stencil(8-bits)
MODE: -1, 1920 x 1200 fullscreen hz:N/A
GAMMA: hardware w/ 0 overbright bits
rendering primitives: multiple glArrayElement
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 2
texture bits: 0
lightmap texture bits: 0
multitexture: enabled
compiled vertex arrays: disabled
texenv add: enabled
compressed textures: enabled
compressed lightmaps: disabled
texture compression method: GL_EXT_texture_compression_s3tc
anisotropic filtering: enabled  (16 of 16)
ensiform commented 9 years ago

Cannot 100% guarantee the Mac version is going to run the same because the Mac port wasn't included in the source release. And we have slightly higher default settings because its 2015 not 2003.

xycaleth commented 9 years ago

@kikili try setting r_primitives to 2. I also see the Steam version is setting r_ext_texture_filter_anisotropic to 2 - try doing this in OpenJK.

Both settings should improve FPS if they work.

kikili commented 9 years ago

Seems better indeed. BTW still does not explain why it didn't detect GL_EXT_compiled_vertex_array (this one actually should help a lot for FPS I think)which are actually available on this card and activated for Steam version. If you have any idea of where I have to look in the code I can make some tests for you. I tried to look at it by myself but get no clues.

xycaleth commented 9 years ago

The auto-detection happens here: https://github.com/JACoders/OpenJK/blob/master/codemp/rd-vanilla/tr_init.cpp#L1387

I notice in your Steam JA log that GL_EXT_compiled_vertex_array is listed in the list of OpenGL extensions, but not in the OpenJK log. This is very strange as the list comes as a single string from the GL driver - they are not detected individually.

Please can you post the log for when you have the two cvars set as I suggested? I have a feeling that it's not GL_EXT_compiled_vertex_array that's improving performance, but the decreased value in anisotropic filtering.

kikili commented 9 years ago

Here it is. You right the missing sub-string comes from the String given by the call to the driver. The issue is how did it get a different result than in other apps ....

SDL using driver "cocoa"
Initializing OpenGL display
Display aspect: 1.600
...setting mode -1: 1920 1200
Using 24 color bits, 24 depth, 8 stencil display.
Available modes: '800x500 960x600 1024x640 1152x720 1280x800 1344x840 1600x1000 1680x1050 1920x1200 720x480 640x480 800x600 1024x768 1280x960 1344x1008 1600x1200 1280x1024'
GL_RENDERER: AMD Radeon HD 6770M OpenGL Engine
Initializing OpenGL extensions
...GL_EXT_texture_compression_s3tc available
...no tc preference specified
.....using GL_EXT_texture_compression_s3tc
...using GL_EXT_texture_env_add
...GL_EXT_texture_filter_anisotropic available
...using GL_EXT_texture_filter_anisotropic
...using GL_EXT_texture_edge_clamp
...using GL_ARB_multitexture
...GL_EXT_compiled_vertex_array not found
...GL_NV_register_combiners not found

GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: AMD Radeon HD 6770M OpenGL Engine
GL_VERSION: 2.1 ATI-1.30.5
GL_ARB_color_buffer_float GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_seamless_cube_map GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_compression_rgtc 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_texture_rg GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_draw_buffers2 GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_rectangle GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_APPLE_aux_depth_stencil GL_APPLE_client_storage GL_APPLE_element_array GL_APPLE_fence GL_APPLE_float_pixels GL_APPLE_flush_buffer_range GL_APPLE_flush_render GL_APPLE_object_purgeable GL_APPLE_packed_pixels GL_APPLE_pixel_buffer GL_APPLE_rgb_422 GL_APPLE_row_bytes GL_APPLE_specular_vector GL_APPLE_texture_range GL_APPLE_transform_hint GL_APPLE_vertex_array_object GL_APPLE_vertex_array_range GL_APPLE_vertex_point_size GL_APPLE_vertex_program_evaluators GL_APPLE_ycbcr_422 GL_ATI_blend_equation_separate GL_ATI_blend_weighted_minmax GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_IBM_rasterpos_clip GL_NV_blend_square GL_NV_conditional_render GL_NV_depth_clamp GL_NV_fog_distance GL_NV_light_max_exponent GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGI_color_matrix GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod 
GL_MAX_TEXTURE_SIZE: 16384
GL_MAX_ACTIVE_TEXTURES_ARB: 8

PIXELFORMAT: color(24-bits) Z(24-bit) stencil(8-bits)
MODE: -1, 1920 x 1200 fullscreen hz:N/A
GAMMA: hardware w/ 0 overbright bits
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 2
texture bits: 0
lightmap texture bits: 0
multitexture: enabled
compiled vertex arrays: disabled
texenv add: enabled
compressed textures: enabled
compressed lightmaps: disabled
texture compression method: GL_EXT_texture_compression_s3tc
anisotropic filtering: enabled  (2 of 16)
Dynamic Glow: disabled
kikili commented 9 years ago

Shit I closed it by mistake

xycaleth commented 9 years ago

Try setting r_ext_texture_filter_anisotropic back to the default value (16) and see if that kills the performance. If not, set it back to 2, and set r_primitives back to 0. Personally, I don't think the lack of that GL extension will make much difference. I think it's the anisotropic filtering on the textures.

ensiform commented 9 years ago

Status update @kikili ?

kikili commented 9 years ago

Well, it's acceptable and playable now. Thanks a lot for your help guys/ BTW there is still the fact that the FPS is not stable even if I'm alone and not moving ... I'm still pursued that there is some kind of problem with the driver and SDL 2. I've downloaded the latest version and try to recompile without any success. I'm on OS X 10.10.2 and Mac Book Pro 17" (the latest one) and should have at least "compiled vertex arrays" activated, which is supposed to provide a way to not have to send all geometry every frame. I've tried several different combination of init SDL and creation of the main window without any noticeable changes (except perhaps some crash). So don't know how to go further to be at least near the performances of the steam version.

xycaleth commented 9 years ago

I don't think OS X supports the extension, despite what your original log shows. I'm running a MacBook Air 2012, with OS X 10.10.2 and the OpenGL driver monitor doesn't even show the GL_EXT_compiled_vertex_arrays extension. There is another similar GL extension written by Apple which does a similar job it seems. I will consider adding support for this extension if it's available.

kikili commented 9 years ago

You definitively right. I don't know how hell I was so sure to see it in extensions in the OpenGL driver (too much alcohol probably). That's why I spent some much time trying to figure out why it didn't work with SDL2 and finally it was not at all SDL2 but just not available on OS 10. xD Are you talking about GL_APPLE_vertex_array_object ?

xycaleth commented 9 years ago

I was referring to GL_APPLE_vertex_array_ranges. It looks like it's similar to GL_EXT_compiled_vertex_arrays. Or I may skip that and go for GL_ARB_vertex_buffer_object, not sure yet. In any case, it won't be for a while.